A Usability Study of Input Devices on Measuring User Performance in Computer Games



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A Usability Study of Input Devices on Measuring User Performance in Computer Games Manolya Kavakli and Jason R. Thorne, School of Information Technology, Charles Sturt University, Bathurst, NSW 2795, Australia, mkavakli, jthorne@csu.edu.au Abstract-- The aim of this paper is to measure the user performance in computer games via monitoring the gameplay and highlight the users preferences on choosing an input device for a more satisfactory gameplay. We conducted a series of experiments to test a number of input devices from human-computer interaction point of view. We chose three input devices: keyboard, joystick and mouse, as well as two different types of driving games. Our research results suggest that choosing a dedicated input device for a specific game is necessary to improve players performance and satisfaction in playing computer games. This may be a keyboard or a joystick depending on the nature and the style of the game. Index Terms-- Computer Games, Input devices, User Performance, Usability Testing. A I. INTRODUCTION wide range of input devices are available to play computer games in addition to standard control devices such as keyboard and mouse. One could expect that these game-playing devices such as a gamepad, joystick, or steering wheel would offer the user superior control for playing games than the standard input devices. Is this really the case? This paper presents the results of a series of usability testing studies to highlight this issue. The goal of this usability testing is to test three input devices in terms of the precision and responsiveness they afford the user when playing 3D driving games: keyboard mouse joystick We conducted a series of experiments to test these devices from human-computer interaction point of view. We used some of the measurement criteria defined by Whiteside et al [1] to measure usability of the input devices in computer games. As stated by Dix et al [2], the problem with usability metrics is that they rely heavily on measurements of very specific user actions in very specific situations. Therefore, we chose only one specific game genre: 3D driving games that require very specific actions. We also used query techniques and heuristics to provide not only quantitative, but also qualitative data. Query techniques are less formal than controlled experimentation, but can be useful in eliciting detail of the user s view of a system [2]. ISBN (1-86467-114-9) II. EXPERIMENTAL SET UP All usability tests were carried out in a lab environment under controlled situation using the Dell Dimension 8100 computers with a standard keyboard, mouse, and joystick at the Techno-Games Laboratory, Charles Sturt University, as shown in Table I. Table I. Hardware and software used for the usability testing Hardware: PC (Dell Dimension 8100) Keyboard (standard 104-key enhanced qwerty keyboard) Mouse (standard PS/2 2-button mouse) Joystick (Microsoft Side Winder USB joystick) Software: 3D driving games: Need for Speed II Special Edition Racer free car simulation Two novice and two expert players took part in the usability studies. Each player played two different games with each control device. The keyboard and the joystick were used for each game, while mouse in addition to these, was used only in one game. Thus, we monitored user performance in gameplay in 5 different conditions for each user. The software used for the usability testing were two 3D driving games: Need for Speed II Special Edition and Racer free car simulation. Need for Speed II Special Edition is a fast-paced, arcade racing game that accepts input from the keyboard and from game controllers like the joystick. In Need for Speed II Special Edition, players can choose from a selection of 12 cars, in addition to 3 bonus cars and drive on a number of tracks that take the form of closed circuits of pseudo realworld roads. Each track has a theme, so you can be driving through the outback of Australia, the forsets of Germany, the icy mountains of Himalayas or even on the movie sets of Monolithic Studios. Players are limited to the track environment by impenetrable walls that line either the side of the road, so the emphasis is squarely on driving fast. Racer is a free car simulation game, using real car physics. Racer supports a variety of controllers, including all three of the devices tested in this study, although it is a game designed for analogue input and requires precision control to keep the car balanced at and not lose control. Vehicles and tracks take the form of add-ons that are created by other enthusiasts. With Racer, players are not

necessarily restricted to racing on the track, although tracks incorporate a timing mechanism and list of best lap s so players can drive laps of the track and the game will log the best performances. III. USABILITY TESTING METHODS Subjects were videotaped while playing games. The data was collected by using the following methods: Observing and monitoring users, Videorecording, Questionnaires. The videotapes and questionnaires were analysed for usability testing. The criteria listed in Table II were measured and assessed in the usability testing to collect quantitative data. We adapted the assessment criteria from the list provided by Whiteside et al (1988) on usability engineering. Table II. Measuring criteria 1.Time to complete tasks (lap s, total ) 2.Task completion percentage 3.Number of errors 4.Number of s user loses control 5.Time spent in loss of control We used a number of evaluation methods to assess the usability of the computer games chosen: As an experimental evaluation technique, we used usability engineering. The measurements about the practical tasks performed by players were collected. We used participatory evaluation technique for evaluation. The tasks were performed by three members of the group collecting data. We used heuristics as a predictive evaluation technique. The questionnaires filled out by the subjects provided qualitative data about the assessment of the input devices in computer games. In Need for Speed II Special Edition, subjects were expected to complete two laps of the "Outback" track. Most of the track is fast and flowing and can be navigated at ; however, there are a few corners at the start that require a touch of the brakes to negotiate without careering into the walls on either side. The car used for the usability test was the ballistic MacLaren F1. In Racer, subjects were expected to complete two laps of the "Carlswood" track. The track is a short course, but it features a realistic racing track with a variety of challenging corners with slow and fast turns with slight but significant altitude changes. It also provides some other elements like a pit area and an adjacent airstrip to drive on. The car used for the usability test was the 7th generation 2000 Toyota Celica GT. IV. QUANTITATIVE RESULTS FROM THE METRICS In the following tables, the letter n in the subject coloumn stands for novice users, while the letter e indicates an expert in game play. According to Table III, task completion indicates lower numerical values for all users, when the game (Need for II SE) was played by the keyboard. This implies that the task was completed in a shorter frame, when the keyboard was used. Table III. Need for II SE metrics for task completion 1e total 3:03.00 3:03.31 377.19 377.09 lap 1 1:33.71 1:36.62 lap 2 1:29.28 1:26.68 2e total 3:14.59 3:28.09 376.95 376.57 lap 1 1:39.65 1:50.62 lap 2 1:34.93 1:37.46 3n total 3:15.34 3:20.78 374.86 376.47 lap 1 1:39.75 1:44.78 lap 2 1:35.59 1:36.00 4n total 3:25.53 3:43.00 375.48 322.25 lap 1 1:45.31 1:51.06 lap 2 1:40.21 1:51.93 According to Table IV, task completion indicates lower numerical values for three out of the four players, when the game (Racer car simulator) was played by the joystick. Table IV. Racer car simulator metrics for task completion 1e total 3:09.965 2:45.245 2:52.845 lap 1 1:51.380 1:22.840 1:24.825 lap 2 1:28.585 1:22.415 1:28.00 2n total - 4:21.465 4:21.145 lap 1 car rollover 1:57.465 2:17.965 lap 2 car rollover 2:24.00 2:03.180 3e total 4:20.415 4:23.320 3:49.520 lap 1 2:09.415 1:44.745 1:58.405 lap 2 2:11.00 1:38.575 1:51.115 4n total 4:06.385 3:32.395 3:56.855 lap 1 1:49.385 1:47.475 1:57.855 lap 2 2:17.00 1:44.920 1:59.00 According to Table V and VI, task completion percentage was not any different from one game to another, except for one case that the novice player lost control, while using the keyboard. Table V. Task completion percentage in Need for Speed II 1e 100 100 2e 100 100 3n 100 100 4n 100 100

Table VI. Task completion percentage in Racer 1e 100 100 100 2n 30 100 100 3e 100 100 100 4n 100 100 100 Table VII and VIII indicate that novice players generally made more mistakes when using analogue devices such as the joystick and the mouse, whereas expert players error rates indicate lower values, while using joystick and mouse in comparison to the keyboard. Table VII. Number of errors in Need for Speed II 1e 5 4 2e 12 7 3n 6 9 4n 13 2 Table VIII. Number of errors in Racer 1e 8 6 6 2n 4 12 7 3e 14 12 12 4n 1 2 2 According to Table IX, novice users were more likely to lose control of the vehicle, whilst using the keyboard in Need for Speed II. Whereas, they were more likely to lose control of the vehicle, whilst using a joystick in Racer (Table X). Expert users were less likely to lose control, whilst using a joystick in Racer. Table IX. Number of s player lost control in Need for Speed II 1e 0 0 2e 0 1 3n 2 0 4n 2 0 Table X. Number of s the player lost control in Racer 1e 2 0 4 2n 3 9 6 3e 8 5 6 4n 1 2 1 According to Table XI, novice players lose more in the loss of control of the vehicle, while using the keyboard in Need for Speed II. According to Table XII, in Racer, all players lose more in the loss of control of the vehicle, while using the keyboard, except for one player having difficulties using the joystick. Table XI. Time spent in loss of control in Need for Speed II (m:ss.t) 1e 0 0 2e 0 4.9 3n 3 0 4n 5.7 0 Table XII. Time spent in loss of control in Racer (m:ss.t) 1e 20.4 0 28.3 2n 33.1 1:35.7 1:17.6 3e 1:27.5 31.8 1:06.3 4n 33.8 15.9 16.5 V. QUALITATIVE DATA FROM THE QUESTIONNAIRES Two types of questionnaires were used: one to collect the general information about the user, the other to collect the ratings and comments on the usability of the devices for each device used. Each user filled out one General Questionnaire and five Device Evaluation Questionnaires (two for Need for Speed, and three for Racer), after playing the games. A. General Questionnaire Results The general questionnaire established the subject s name and age, and was composed of four statement rating questions (using a scale of 1-5 for strongly disagree to strongly agree), and an open-ended question allowing the user to comment on which device they preferred the most, and finally a question asking them to rank the devices by the order of preference. The players were 2 nd year Computer Science (Games Technology) students at Charles Sturt University between age of 19-21. Three out of four of the players in our experiments were competent users who felt comfortable in the performance of the tasks given and enjoy playing games in this genre. The group was split in preference for the joystick and keyboard in playing Need for Speed II. The results for playing Racer indicate that the keyboard was the least preferred device, the mouse came second, and the joystick was the most preferred option. B. Device Evaluation Questionnaire Results The device evaluation questionnaire established the subject s skill level for the game being played, and was composed of 5 statements rating questions (using a scale of 1-7 for strongly disagree to strongly agree), and two openended questions for the user to comment on the advantages and disadvantages of using the device to play the respective game. Following tables show the questionnaire results on the usability of keyboard, joystick, and mouse in Need for Speed II and Racer. Table XIII indicates positive results in all recorded aspects of using the keyboard in Need for Speed II. Table XIII. Keyboard Usability in Need for Speed II Subject 1e 2e 3n 4n Comfort level 6 6 5 5 Precision 7 3 6 6 Control 5 5 5 5 Grasp of game 6 6 6 6 Suitability to gameplay 6 5 7 5 Total score (35) 30 25 29 27

Results for usability of the joystick in Need for Speed II are recorded in Table XIV. As can be seen, although the players generally agreed that they felt comfortable using the device and it was precise, they were divided in the quality of control, and the grasp of the game. Three players decided the joystick was unsuitable to gameplay. Table XIV. Joystick Usability in Need for Speed II Subject 1e 2e 3n 4n Comfort level 5 5 2 6 Precision 6 7 3 6 Control 2 6 2 7 Grasp of game 2 5 1 5 Suitability to gameplay 3 4 1 7 Total score (35) 18 27 9 31 For keyboard usability in Racer, Table XV indicates that all players disliked all recorded aspects of usability. Table XV. Keyboard Usability in Racer Comfort level 1 1 2 2 Precision 2 1 2 1 Control 3 1 2 3 Grasp of game 1 1 3 2 Suitability to gameplay 1 1 1 1 Total score (35) 8 5 10 9 Table XVI records joystick usability in Racer. There was a divide between experts and novices in grasp and suitability, however they agreed that it was comfortable, precise and had good control. According to the novice players, the ratings do not indicate high scores. Table XVI. Joystick Usability in Racer Comfort level 6 4 6 5 Precision 7 5 7 4 Control 7 3 5 5 Grasp of game 7 4 6 4 Suitability to gameplay 6 4 6 5 Total score (35) 33 20 30 23 For Racer, Table XVII indicates lower device rankings in the usability of the mouse in all categories in comparison to the usability of the joystick, but still higher scores than the usability of the keyboard. Table XVII. Mouse Usability in Racer Comfort level 6 3 4 4 Precision 7 3 4 3 Control 6 2 5 3 Grasp of game 6 3 5 4 Suitability to gameplay 6 2 4 3 Total score (35) 29 13 22 17 VI. CONCLUSION We may conclude the results as follows: The high, fast twitch arcade game we have chosen (Need for II SE) is more entertaining and satisfactory when played with a keyboard, while for a slower-paced, precision racing game (the free car simulator - Racer) is more entertaining and satisfactory when played with a joystick. The choice of using an efficient tool for game-play heavily depends on the genre, the style and the nature of the game itself. Novice players error rates are higher while using analogue devices such as the joystick and the mouse, whereas expert players error rates indicate lower values while using the joystick and the mouse in comparison to the keyboard. The keyboard is easy to control for novice players, while joystick and mouse require more expertise in gameplay. Task completion percentage shows similar results from one game to another. However, the keyboard is not always easy to control for some novice players. Loss of control of the vehicle depends on the game genre and the style of the game, rather than the input device used. In our experiments, novice users are more likely to lose control of the vehicle while using the keyboard in Need for Speed II. Whereas, they are more likely to lose control of the vehicle, while using a joystick in Racer. This result was opposite in the performance of the experts. Players generally lost more in the loss of control of the vehicle, while using the keyboard in Racer free car simulator. According to Table XVIII, the questionnaire results show that, while the keyboard is the most preferred device for the racing game tested, the joystick is the preferred choice for the free car simulator. This is due to the fact that the keyboard provides the quick control required for many high- racing games, but the joystick provides the fine precision control required in accurately guiding the vehicle. The joystick has the advantage of being able to judge its position by feel, rather than sight, which can improve the users response. Table XVIII. Usability of Input Devices in Computer Games Game Subject 1 2 3 4 Sum Need for Speed II Keyboard 30 25 29 27 111 Need for Speed II Joystick 18 27 9 31 85 Racer Keyboard 8 5 10 9 32 Racer Joystick 33 20 30 23 106 Racer Mouse 29 13 22 17 81 Our research results suggest that choosing a dedicated input device for a specific game is necessary to improve players performance and satisfaction in playing computer games. This may be a keyboard, or a joystick depending on the nature and the style of the game. ACKNOWLEDGMENT The usability testing data presented in this study were collected by a CompSci (Games Tech) student, David Carr and IT students, Lachlan Hunt, Mat Price, Malik Hussain in the User Interface Design and Evaluation classes in Charles Sturt University (CSU). All tests were carried out in the Techno-Games Laboratory at CSU. Authors are thankful for the resources provided and the subjects who participated to the experiments.

REFERENCES [1] J. Whiteside, J. Bennett, K. Holtzblatt, Usability Engineering: Our experience and Evolution, in: M. Helander, Ed, Handbook of Human Computer Interaction, Amsterdam: North Holland, 1988. [2] A. Dix, J. Finlay, G. Abowd, R. Beale, Human Computer Interaction, 2 nd Edition, London: Prentice Hall, 1998.