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UX Attributes proposed by evaluation frameworks.

UX Attributes proposed by evaluation frameworks.

Context in source publication

Context 1
... et al. (2016) identified eleven challenges related to UX, namely lack of consensus on definition and construct of UX; lack of consensus on the value of UX; low industrial impact of UX models, tools, and methods; more focus placed on objectively measurable aspects; difficulties in engineering UX-related requirements; more focus placed on testing functionalities and usability than UX evaluation which includes emotions, is more holistic, and time-dependent; lack of consensus on UXrelated competences and responsibilities; late focus on UX in projects; communication and collaboration gap between UX and non-UX practitioners; customers' resistance to the cost of UX practices; and low user involvement. Table 2 lists the main attributes involved in the aforementioned frameworks, in total 79, organized under 11 categories. ...

Citations

... Aiming to verify if they are successful in their claims as entertaining educational tools, serious games have been repeatedly subjected to evaluation, adopting expert-based reviews and user-based studies [11,12]. Although expert-based reviews are invaluable, user-based studies constitute the cornerstone of game evaluation approaches [13], ensuring a deep understanding of how players engage with a game, their preferences and the difficulties they encounter when playing it. Usually, such evaluations focus primarily on assessing the usability of the game, the level of entertainment provided, while remaining educational, or whether the game was successful in reaching its educational purpose [14]. ...
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Serious games have emerged as a powerful tool for achieving targeted outcomes beyond entertainment, such as learning or raising awareness about a topic. Considering their pervasiveness and wide adoption in the educational domain, traditional assessment approaches of these games have predominantly focused on their entertainment value and achievement of learning objectives. This paper proposes a comprehensive evaluation framework that goes beyond traditional dimensions to include aspects relevant to empathy raising and attitude change. The proposed framework has been validated through three user studies, assessing entertainment, historical awareness, empathy raising, and attitude change for three games, involving in total 98 high school students. Results from the studies are presented, as well as implications and lessons learned regarding the overall methodological approach, the evaluation instruments used, and the procedures followed.