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Human Factors Psychology Commons

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Embry-Riddle Aeronautical University

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User experience

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Full-Text Articles in Human Factors Psychology

Editorial: Exploring The Technological Needs Of Older Adults: Advances In Design, Functionality, User Experience, And Age-Related Cognitive And Sensory Aids To Facilitate Adoption, Alex Chaparro, Cristina Cachero, Joanne M. Wood Sep 2022

Editorial: Exploring The Technological Needs Of Older Adults: Advances In Design, Functionality, User Experience, And Age-Related Cognitive And Sensory Aids To Facilitate Adoption, Alex Chaparro, Cristina Cachero, Joanne M. Wood

Publications

The rapid advancements in artificial intelligence, robotics, communication, and automation have been the catalyst for the development of a host of new technologies that allow older users to monitor their own health (via wearables), maintain their independence (semi-autonomous driving), social connections (smart home devices), and compensate for a range of age-related sensory changes (hearing aids, smart glasses, augmented displays, etc.). Less well understood is how older users get acquainted with these innovations, how their design and functionality need to be adapted to improve older users’ performance and experience, and which factors and interventions help or hinder technology adoption and use …


Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan Nov 2020

Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan

Publications

The Game User Experience Satisfaction Scale (GUESS) is a 55-item tool assessing nine constructs describing video game satisfaction. While the development of the GUESS followed best practices and resulted in a versatile, comprehensive tool for assessing video game user experience, responding to 55 items can be cumbersome in situations where repeated assessments are necessary. The aim of this research was to develop a shorter version of the scale for use in iterative game design, testing, and research. Two studies were conducted: the first one to create a configural model of the GUESS that was then truncated to an 18-item short …