COSC.324, Fall 2007
Usability in Game Design
Kathleen Harmeyer  

Week 8


--- Week 14 ---
Project Presentations

--- Week 13 ---
User Testing of Games

--- Week 12 ---
Usability Testing Procedures
and Reports

--- Week 11 ---
Case Studies

--- Week 10 ---
2D Graphics in
XNA Game Studio

--- Week 9 ---
Serious Games

--- Week 8 ---
Special Populations

--- Week 7 ---
Midterm Exam

--- Week 6 ---
Usability by Design

--- Week 5 ---
Emotions as Feedback

--- Week 4 ---
Usability Metrics &
Test Design

--- Week 3 ---
Usability Testing &
Playtesting of Games

--- Week 2 ---
Standards & Heuristics

--- Week 1 ---
Concepts of Usability

--- Support Files ---

Course Syllabus

Instructor Bio

Welcome Page


Games for Special Populations

Special Populations
Much has been written in the popular press about the male 18-35 demographic as the key game player group. Care must be given to gleaning implications from this statement. First we need to understand its limitations. The group we mention is the video game playing population, about 14% of the total computer game market. Other groups play many other games. Consider, for example, the massively multiplayer online role playing game (MMORPG) players. These groups not only support the male 18-35 demographics, but also sport a wide variety of other players.
Tonight's lesson looks at other groups and their usabiity needs. We will look at children, senior citizens, disabled citizens, women, and new users.


Readings:
David Geer, "Will Gesture Recognition Technology Point the Way?"

Katie Hafner, "What Do Women Game Designers Want?"


Tom Tullis, et.al, "Web Usability and Age:
How Design Changes Can Improve Performance"

Steve Cornett, "The Usability of Massively Multiplayer Online
Roleplaying Games: Designing for New Users"

Kathleen Harmeyer, "Usability Concerns for Special Populations"

DiGRA.org - Digital Games Research Organization

IGDA.org - International Game Developers Association

Usability Activity:
The Requirements for the Usability Testing Report

Update 10/18/07