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en:heuristics:heuristics [2015/12/15 17:46]
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-====Design heuristics ​for location-based mobile games==== +=====Design heuristics===== 
-The heuristics ​were derived through ​the analysis of three location-based mobile ​games for informal learning ​in places ​of cultural value. The games are+The heuristics ​have been organized along five **dimensions**:​ 
-  * **Explore!**, a game for the archaeological park of the roman city **Egnazia**, Italy, +  - [[#Game general design|Game general design]], which refers to issues related to the overall game design process. 
-  ​* **[[en:museumscrabble|MuseumScrabble]]**game for the **Solomos Museum**local history museum ​in ZakynthosGreece,  +  ​[[#Control / Flexibility|Control / Flexibility]],​ which is a basic dimension of system usability, that with respect to the games considered ​in this paper, also refers to helping players to be aware of the effects of their choices on the game execution. 
-  * **Frequency 1550**a game for the city-center ​of **Amsterdam**in the Netherlands.+  - [[#​Engagement|Engagement]],​ which informs on how to provide an experience that captivates the players, by providing hints on how to structure the game, which tools to adopt, etc. 
 +  - [[#​Educational Aspects|Educational Aspects]], which informs on interweaving of learning content into the game context, so that the game can have a valid learning influence on the players, 
 +  - [[#Social Aspects|Social Aspects]], which concerns the interaction among the players, role allocation etc. (the underlying assumption is that social activity, e.g. competition,​ can act as a motivational factor). 
 + 
 +**Download the design heuristics as a handy {{:​en:​heuristics:​designheuristics_en.pdf|2-page pdf file}}.** 
 + 
 +//The last column contains links to related [[en:patterns:​start|design patterns]].//​ 
 + 
 + 
 +|< 100% 5% 60% 35% >| 
 +^ //​Dimension// ​     ^ //​Heuristic// ​      ​^//​linked to pattern// ^ 
 +|**1.** **Game general design** ||| 
 +| {{anchor:​section11:​1.1}} |Exploit metaphors from real-life gamesactivities, stories|[[en:​patterns:​videogames|Based on videogames]]\\ [[en:​patterns:​street_games|Based on street games]]\\ [[en:​patterns:​performance|Based on performance]]| 
 +| {{anchor:​section12:​1.2}} |Minimize the changes to the physical places (e.g. modifications to the physical structure, installation of special equipment like projectors, big displays, etc.)| 
 +| {{anchor:​section13:​1.3}} |Create ​multidisciplinary design team (including e.g. HCI, cultural heritage, educational experts)| 
 +| {{anchor:​section14:​1.4}} |Perform formative evaluations and pilot studies to check if tasks’ difficulty is appropriate ​for the intended players|[[en:​patterns:​target_group|Target group]]| 
 +| {{anchor:​section15:​1.5}} |Consider the social conventions ​of the place (e.g. not laughing in a church)| 
 +| {{anchor:​section16:​1.6}} |Consider to extend the game experience beyond the game session (e.g. participating in a web community)| 
 +| {{anchor:​section17:​1.7}} |Consider to include activities/​events that are not part of the game, but happen in the real world (e.g. the ceremony of change of the guard at noon)| 
 +| {{anchor:​section18:​1.8}} |Consider to include a game master (e.g. tutor, supervisor, coordinator) and her role: e.g. enforcing the rules, narrating the story|[[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​moderator|Coordinator / game master]]| 
 +|**2.** **Control ​ / Flexibility** ||| 
 +| {{anchor:​section21:​2.1}} |Let players become familiar with the equipment and the game rules/​structure (e.g. by including an introductory phase)|[[en:patterns:​help_and_support|Help and support]]\\ [[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]]| 
 +| {{anchor:​section22:​2.2}} |Facilitate game learnability (i.e. tasksrules, constraints,​ etc. should be easy to understand and to learn)|[[en:​patterns:​help_and_support|Help and support]]| 
 +| {{anchor:​section23:​2.3}} |Player should be free to switch between different tasks|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
 +| {{anchor:​section24:​2.4}} |Reflect on whether to allow players to correct their mistakes: it could be useful to force them to evaluate the consequences of their actions|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
 +| {{anchor:​section25:​2.5}} |Provide help or hint mechanisms to assist players|[[en:​patterns:​help_and_support|Help and support]]| 
 +| {{anchor:​section26:​2.6}} |Consider to provide increasing difficulty levels (either automatic adaptation or human-generated adaptation)|[[en:​patterns:​balance_challenge_and_available_options|Balance challenge and available options]] 
 +| {{anchor:​section27:​2.7}} |Prevent rule breaking by either discouraging it (e.g. with penalties) or by incorporating cheating into the game|[[en:​patterns:​reward|Rewards / penalties]]| 
 +| {{anchor:​section28:​2.8}} |Make clear the game goals (e.g. earning points, completing tasks, being the winner)|[[en:​patterns:​player_goals|Player goals]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
 +| {{anchor:​section29:​2.9}} |Make clear the game ending condition/s (e.g. maximum time, target score, end of resources, ...)|[[en:​patterns:​competition_for_limited_resources|Competing ​for limited resources]]\\ [[en:​patterns:​score|Score]]\\ [[en:​patterns:​against_time|Against time]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
 +| {{anchor:​section210:​2.10}} |Consider to provide alternative ways for performing a task or completing ​the game|[[en:​patterns:​actions_influence_narrative|Actions influence narrative]]| 
 +| {{anchor:​section211:​2.11}} |Make clear the goal of each task and its effects on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]\\ [[en:​patterns:​player_goals|Player goals]]| 
 +| {{anchor:​section212:​2.12}} |Provide immediate feedback about task execution showing its impact on the overall game|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]| 
 +|**3.** | **Engagement** ||| 
 +| {{anchor:​section31:​3.1}} |Consider to integrate ​back-story that is at the basis of game tasks|[[en:​patterns:​narrative_flow|Narrative flow]]\\ [[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​climax|Climax]]\\ [[en:​patterns:​non_playing_characters|Non-player character - NPC]]| 
 +| {{anchor:​section32:​3.2}} |Consider to exploit role-playing (i.e. impersonating a character) to meaningfully link tasks to the back-story (if any)|[[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​narrative|Narrative]]| 
 +| {{anchor:​section33:​3.3}} |Provide contextual cues linked to specific places or events to convey additional information (e.g. sounds reproducing noises of daily activities ​in an ancient city)| 
 +| {{anchor:​section34:​3.4}} |Consider to allow players to interfere with competitors (e.g. stealing pointssabotagingbluffing etc.)|[[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​stealing|Stealing]]\\ [[en:​patterns:​bluff|Bluffing]]\\ [[en:​patterns:​sabotage|Sabotaging]]\\ [[en:​patterns:​obstruction|Obstructing]]\\ [[en:​patterns:​strategy|Strategy]]| 
 +| {{anchor:​section35:​3.5}} |Let players practice different skills by including in the game a variety of tasks, such as: perform a quest, identify/​visit certain locations, shoot a picture from a specific angle, videotape a route, search for a certain object, perform a certain action/​gesture,​ search/​identify a physical mark, answer a question, collect and classify a material|[[en:​patterns:​primitive_actions|Primitive actions]]\\ [[en:​patterns:​puzzle|Puzzle]]\\ [[en:​patterns:​against_time|Against time]]\\ [[en:​patterns:​locate_object|Locate and/or identify an object]]\\ [[en:​patterns:​explore|Exploring]]\\ [[en:​patterns:​dexterity|Dexterity]]\\ [[en:​patterns:​path_finding|Path finding]]\\ [[en:​patterns:​hot-cold|Hot-cold]]\\ [[en:​patterns:​stealing|Stealing]]\\ [[en:​patterns:​transporting|Transporting]]\\ [[en:​patterns:​bluff|Bluffing]]\\ [[en:​patterns:​sabotage|Sabotaging]]\\ [[en:​patterns:​collecting|Collecting]]\\ [[en:​patterns:​co-locality|Co-locality]]\\ [[en:​patterns:​economic_transactions|Economic transactions]]\\ [[en:​patterns:​combination|Combining]]\\ [[en:​patterns:​obstruction|Obstructing]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​immersion|Immersion]]| 
 +| {{anchor:​section36:​3.6}} |Minimize the interaction with the game tools. Players'​ attention should be focused on the game and the environment instead|[[en:​patterns:​interaction_with_the_digital_world|Interactinng with the digital world]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​equipment|Equipment]]\\ [[en:​patterns:​tool|Tools]]\\ [[en:​patterns:​immersion|Immersion]]| 
 +| {{anchor:​section37:​3.7}} |Tune the level of awareness of other players'​ activities (hide/​provide/​delay information,​ e.g. showing the score and the progress of competitors)|[[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​information_awareness|Information awareness]]\\ [[en:​patterns:​fog_of_war|Fog of war]]\\ [[en:​patterns:​score|Score]]\\ [[en:​patterns:​common_space|Common space]]\\ [[en:​patterns:​ending_condition|Ending condition]]| 
 +| {{anchor:​section38:​3.8}} |Consider to include rewards in order to improve players'​ motivation/​satisfaction (e.g. providing multimedia information as a prize for a successful task); integrate rewards tightly with the game tasks and back-story; consider when to provide the rewards to the players (during/​after the game)|[[en:​patterns:​narrative_flow|Narrative flow]]\\ [[en:​patterns:​narrative|Narrative]]\\ [[en:​patterns:​actions_influence_narrative|Actions influence narrative]]\\ [[en:​patterns:​reward|Rewards / penalties]]\\ [[en:​patterns:​motivation|Motivation]]\\ [[en:​patterns:​target_group|Target group]]| 
 +|**4.** **Educational aspects** ||| 
 +| {{anchor:​section41:​4.1}} |Consider to include ​pre-game activity to prepare players (e.g. some lessons in classroom explaining ​the historical context in which the game is set)|[[en:​patterns:​target_group|Target group]]\\ [[en:​patterns:​interaction_with_the_physical_world|Interacting with the physical world]]\\ [[en:​patterns:​spatial_structure|Spatial structure]]\\ [[en:​patterns:​temporal_structure|Temporal structure]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
 +| {{anchor:​section42:​4.2}} |Game should emphasize either vertical or horizontal exploration ​of a place/​topic,​ i.e., deeply exploring a limited space (or few objects or a specific topic) vs. more superficially exploring a broad space (or many objects or several topics)|[[en:​patterns:​learning|Learning trajectories]]| 
 +| {{anchor:​section43:​4.3}} |Tasks should require players to link areas, locations, physical objects to concepts, topics, etc.|[[en:​patterns:​learning|Learning trajectories]]| 
 +| {{anchor:​section44:​4.4}} |Balance between competition and knowledge acquisition. Too much competition may have a negative impact on knowledge acquisition|[[en:​patterns:​balance_cooperation_and_competition|Balance cooperation and competition]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
 +| {{anchor:​section45:​4.5}} |Include a debriefing phase after the game to allow players to reflect on the game experience. Design it as an individual/​collaborative game/​activity that supports players to clarify and consolidate the game experience|[[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​temporal_structure|Temporal structure]]\\ [[en:​patterns:​learning|Learning trajectories]]| 
 +|**5.** | **Social aspects** ||| 
 +| {{anchor:​section51:​5.1}} |Team players (if any) should be selected based on players’ social relations (e.g. friends to maximize collaboration) or according to their skills. Involve ​in this process a person that knows them very well (e.g. a teacher)|[[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​team_forming|Team forming]]\\ [[en:​patterns:​target_group|Target group]]\\ [[en:​patterns:​moderator|Coordinator / game master]]| 
 +| {{anchor:​section52:​5.2}} |Assign responsibilities and tools (e.g. mobile devices, maps, etc.) among team members to induce collaboration. Consider to force, forbid or allow responsibilities exchange among team members|[[en:​patterns:​player_differentiation|Player differentiation]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​equipment|Equipment]]\\ [[en:​patterns:​tool|Tools]]\\ [[en:​patterns:​strategy|Strategy]]| 
 +| {{anchor:​section53:​5.3}} |Consider to permit, force or neglect the competition among players/​teams|[[en:​patterns:​balance_cooperation_and_competition| Balance cooperation and competition]]\\ [[en:​patterns:​competition|Competition]]\\ [[en:​patterns:​cooperation|Cooperation]]\\ [[en:​patterns:​competition_for_limited_resources|Competing for limited resources]]|
  
-===Background=== ​ 
-The method that was followed for acquiring the heuristics is documented in the following publications:​ 
-  * Ardito, C., Lanzilotti, R., Raptis, D., Sintoris, C., Yiannoutsou,​ N., Avouris, N., Costabile, M.F.: [[http://​link.springer.com/​chapter/​10.1007/​978-3-642-21708-1_12|Designing Pervasive Games for Learning]]. Design, User Experience, and Usability. Theory, Methods, Tools and Practice. pp. 99–108. Springer Berlin Heidelberg (2011). 
-  * Ardito, C., Sintoris, C., Raptis, D., Yiannoutsou,​ N., Avouris, N., Costabile, M.F.: [[http://​hci.ece.upatras.gr/​index.php?​option=com_content&​task=view&​id=388&​Itemid=112|Design Guidelines for Location-based Mobile Games for Learning]]. International Conference on Social Applications for Lifelong Learning. p. 96 (2010).