Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions
<p>The computer game Fallbox. The avatar must dodge the falling boxes.</p> "> Figure 2
<p>The students create the interacting devices. The image illustrates a gesture interaction.</p> "> Figure 3
<p>Human-computer interaction (HCI) as a usability engineering process.</p> "> Figure 4
<p>Design of the game mechanism.</p> "> Figure 5
<p>Design of the interaction with the game control device.</p> "> Figure 6
<p>Head-tracking interaction device.</p> "> Figure 7
<p>Number of students’ responses about acquiring the required HCI skills by gender.</p> ">
Abstract
:1. Introduction
2. Teaching Human-Computer Interaction
3. Learning with Games
4. Experimental Study
5. The Games
5.1. Fallbox: Game Controlled by Head Tracking
5.2. Shooter: Game with Multimodal Interaction
- Pen-based interface: these kind of interfaces uses stylus-type devices to point to elements on the user interface or to simulate handwriting [32];
- Vision recognition: this recognition technique is used to simulate the mouse by wearing colored tapes on the user’s fingers for tracking the movements and controlling the cursor [33]; and
- Gesture interface: this interaction is achieved using a video camera and computer vision techniques to capture the hand shape and movement, in order to simulate the mouse motion [34].
6. HCI Teaching Process
6.1. Process of Design
6.2. Process of Implementation
“Chilo is the youngest kid in the family. For this reason, his brothers throw boxes to stop him inside their house. The player must help Chilo avoid these boxes by moving his head and show his brothers that he can beat them.”
6.3. Process of Evaluation
- The moderator (course instructor) opens the session with an introductory text and applies the questionnaire for user characterization;
- Each team gives a live demo of the game they developed in the course. The aim of this is to put into context the use of the controllers for the users;
- The participants should be given a task list to complete on the game. Each team will evaluate the usability of the games developed by the other teams; and
- The players answer the questionnaires to collect their opinions:
- (1)
- (2)
- Game experience questionnaire (GEQ): The GEQ is divided in two dimensions: (1) four questions, where the learners had to give a score from 1 to 10, where 10 is the most significant, and (2) seven questions that measured some important indicators with a 5-point Likert scale.
7. Case Study
7.1. Subjects
7.2. Questionnaire
- Sufficiency: The items that measure an indicator are enough to obtain the measurement of it;
- Clarity: The item is easily understood, that is, its syntactic and semantics are adequate;
- Coherence: The item has a logical relationship with the indicator that it is measuring; and
- Relevance: The item is essential or important, that is, it must be included.
- Does not comply.
- Low level.
- Moderate level.
- High level.
7.3. Results
- “I enjoyed from the moment of creating the idea of what game to develop, the design, the development of the new interaction and playing the new videogame.”
- “The implementation of high technology interfaces and the evaluation to improve our project.”
- “The use of videogames to compare the course topics with experiences closer to the common and everyday things, the work with devising a new form of interaction for a game was good and challenging.”
- “On some occasions it was difficult for me to understand how interaction will work.”
- “Understand the interaction that was going to be implemented and how it would be applied.”
- “Actually, the biggest difficulty is learning to develop this type of applications, but as is more fun we were more motivated to learn.”
- “I would suggest that projects like this used on the HCI course, be proposed as integrative projects for all the courses in the semester, because these projects motivate us to be involved deeper with the technologies implied.”
- “I think that this way of learning is very good.”
- “I would like there to be more time for the implementation of the interactions.”
8. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
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Santana-Mancilla, P.C.; Rodriguez-Ortiz, M.A.; Garcia-Ruiz, M.A.; Gaytan-Lugo, L.S.; Fajardo-Flores, S.B.; Contreras-Castillo, J. Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions. Informatics 2019, 6, 22. https://doi.org/10.3390/informatics6020022
Santana-Mancilla PC, Rodriguez-Ortiz MA, Garcia-Ruiz MA, Gaytan-Lugo LS, Fajardo-Flores SB, Contreras-Castillo J. Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions. Informatics. 2019; 6(2):22. https://doi.org/10.3390/informatics6020022
Chicago/Turabian StyleSantana-Mancilla, Pedro C., Miguel A. Rodriguez-Ortiz, Miguel A. Garcia-Ruiz, Laura S. Gaytan-Lugo, Silvia B. Fajardo-Flores, and Juan Contreras-Castillo. 2019. "Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions" Informatics 6, no. 2: 22. https://doi.org/10.3390/informatics6020022
APA StyleSantana-Mancilla, P. C., Rodriguez-Ortiz, M. A., Garcia-Ruiz, M. A., Gaytan-Lugo, L. S., Fajardo-Flores, S. B., & Contreras-Castillo, J. (2019). Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions. Informatics, 6(2), 22. https://doi.org/10.3390/informatics6020022