User Interface and User Experience in Mobile Games: A Case Study
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Desklib provides past papers and solved assignments for students. This report analyzes the user experience of a mobile game.

User Experience Evolution in Mobile Games
1st Author Name
Affiliation
City, Country
e-mail address
2nd Author Name
Affiliation
City, Country
e-mail address
3rd Author Name
Affiliation
City, Country
e-mail address
ABSTRACT
For the further education, the other applications were
designed such as games that were driven with the user
experience more than the functionality of their tools. Not
any single user wants to play any games because these were
difficult to use with the wrong conclusions. Usability is the
essential part while developing any software because it
maximizes the efficiency, satisfaction, and effectiveness of
any user. Heavy competition and the user experience’s
delicacy can argue. Usability of rendering is very necessary
for developing games. Engagement and the immersions are
the core and fundamental part of enjoying the computer
games. Engagement and the immersion were depending on
the usability fundamentals. In the designed article, the main
focus is on the framework for estimating usability of the
User Experience for the first time (FTUE). Other than that,
the complete usability is not affected by the FTUE
presence.
General Terms
Human Factors, Design.
Author Keywords
Choice terms of author are Game Design, First-time User
Experience (FTUE), usability.
INTRODUCTION
The application was designed with the heuristic principles
that aims to establish or create a native or fundamental
system for usage that aids the primitive and visceral
behavior of the experience of users [1]. Though, beyond the
vital application design, usability will be helpful by the
effective teaching and guidance. It also referred to the
‘onboarding’. In the article, the FTUE (First Time User
Experience) will be discovering specifically [2]. In the
mobile games, the usage of FTUE was embedded in it.
FTUE will be explored above for showing that how
effectively the usability was increasing.
For achieving the above-defined targets, the FTUE
evaluation was shown in the context of mobile games. The
framework is provided for estimating the FTUE’s heuristic
usability for the mobile games. Usability principles were
inclined by the information and the guidance that is
received by the player. Suggestions were made for the
designers to follow the heuristic’s usability as the results of
their findings [3].
BACKGROUND
In the college group, the application was designed with
further or advanced usability principles. The application
named as “Lep’s World 2” was a game that contains
animated icons with the proper background functionality.
The organization represents the successor of long-awaited
for the game “Lep’s World 2”. It contains many levels,
more enemies, awesome graphics, better physics for game
and the beautiful or advanced sound effects. The basic ideas
and the best ideas were used to design the mobile
application. It is the addictive and the incredibly good game
to play for the users.
The game was designed with the heuristic usability that
used to render overall game for proper usage or proper
satisfaction with the effective results. This game consists of
96 levels with many demanding enemies. The college team
was monitoring the usage of application actively since the
application was launched for the end users. The application
uses the analysis of log file and the Google credentials that
results in quick changes. It becomes obvious changes in the
certain screens that is a login screen, player screen, or the
home screen. It prevents the learning partners for the
application that is submitted to them.
The team of the college has designed and developed the
mobile application with a better understanding for the users
with their goals by the adapted goals that are based on the
design of application. Therefore, it is suitable for review the
application with the framework of this knowledge.
LITERATURE STUDY
Application Usability
To define the heuristic usability, it is not simple with the
user experience for the first time. Usability is satisfactory,
efficient and effective for the specified users for achieving
the specific goals in the specified environment. As opposed
with the software and tools, user productivity and the
production were dominant, games can be played for many
reasons, and the designed game was rooted in the
enjoyment and fun [4]. The main distinction part was
changed with the weight of different areas that were
identified by the ISO 9241-11. It was identified by the
hierarchy’s equal weight. Satisfactory terms can be
prioritized with the effectiveness and efficiency of the
mobile application.
Firstly, the satisfactory terms that are fun and the enjoyment
was seen as a sole and the primary motivation for engaging
the individuals in the video game or the computer game.
Optimizing the interaction and the complexity of the
interface can support immersion and also aid escapism. As
per the part of effectiveness in the game or gaming
1st Author Name
Affiliation
City, Country
e-mail address
2nd Author Name
Affiliation
City, Country
e-mail address
3rd Author Name
Affiliation
City, Country
e-mail address
ABSTRACT
For the further education, the other applications were
designed such as games that were driven with the user
experience more than the functionality of their tools. Not
any single user wants to play any games because these were
difficult to use with the wrong conclusions. Usability is the
essential part while developing any software because it
maximizes the efficiency, satisfaction, and effectiveness of
any user. Heavy competition and the user experience’s
delicacy can argue. Usability of rendering is very necessary
for developing games. Engagement and the immersions are
the core and fundamental part of enjoying the computer
games. Engagement and the immersion were depending on
the usability fundamentals. In the designed article, the main
focus is on the framework for estimating usability of the
User Experience for the first time (FTUE). Other than that,
the complete usability is not affected by the FTUE
presence.
General Terms
Human Factors, Design.
Author Keywords
Choice terms of author are Game Design, First-time User
Experience (FTUE), usability.
INTRODUCTION
The application was designed with the heuristic principles
that aims to establish or create a native or fundamental
system for usage that aids the primitive and visceral
behavior of the experience of users [1]. Though, beyond the
vital application design, usability will be helpful by the
effective teaching and guidance. It also referred to the
‘onboarding’. In the article, the FTUE (First Time User
Experience) will be discovering specifically [2]. In the
mobile games, the usage of FTUE was embedded in it.
FTUE will be explored above for showing that how
effectively the usability was increasing.
For achieving the above-defined targets, the FTUE
evaluation was shown in the context of mobile games. The
framework is provided for estimating the FTUE’s heuristic
usability for the mobile games. Usability principles were
inclined by the information and the guidance that is
received by the player. Suggestions were made for the
designers to follow the heuristic’s usability as the results of
their findings [3].
BACKGROUND
In the college group, the application was designed with
further or advanced usability principles. The application
named as “Lep’s World 2” was a game that contains
animated icons with the proper background functionality.
The organization represents the successor of long-awaited
for the game “Lep’s World 2”. It contains many levels,
more enemies, awesome graphics, better physics for game
and the beautiful or advanced sound effects. The basic ideas
and the best ideas were used to design the mobile
application. It is the addictive and the incredibly good game
to play for the users.
The game was designed with the heuristic usability that
used to render overall game for proper usage or proper
satisfaction with the effective results. This game consists of
96 levels with many demanding enemies. The college team
was monitoring the usage of application actively since the
application was launched for the end users. The application
uses the analysis of log file and the Google credentials that
results in quick changes. It becomes obvious changes in the
certain screens that is a login screen, player screen, or the
home screen. It prevents the learning partners for the
application that is submitted to them.
The team of the college has designed and developed the
mobile application with a better understanding for the users
with their goals by the adapted goals that are based on the
design of application. Therefore, it is suitable for review the
application with the framework of this knowledge.
LITERATURE STUDY
Application Usability
To define the heuristic usability, it is not simple with the
user experience for the first time. Usability is satisfactory,
efficient and effective for the specified users for achieving
the specific goals in the specified environment. As opposed
with the software and tools, user productivity and the
production were dominant, games can be played for many
reasons, and the designed game was rooted in the
enjoyment and fun [4]. The main distinction part was
changed with the weight of different areas that were
identified by the ISO 9241-11. It was identified by the
hierarchy’s equal weight. Satisfactory terms can be
prioritized with the effectiveness and efficiency of the
mobile application.
Firstly, the satisfactory terms that are fun and the enjoyment
was seen as a sole and the primary motivation for engaging
the individuals in the video game or the computer game.
Optimizing the interaction and the complexity of the
interface can support immersion and also aid escapism. As
per the part of effectiveness in the game or gaming
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application, it is attributed as that how effectively and
accurately the players for the game will express themselves
by the accessible interaction and interface to achieve
specified goals, desires or achievement.in the same way,
usability of the game’s efficiency signifies the relationships
in between interaction and inputs. As well as the success for
the specified goals, desires or achievement. The inputs of
this mobile application were required to be considerable
skills for enabling the players for achieving success in the
game [5].
Many of the researchers were identified how easily any user
can use this mobile or gaming application without any
guidance of senior experts or the seniors. After defining the
overall application, there are some important aspects of the
application that are the usability issues, public
consumptions that are measured for the users without any
kind of training. The gaming application’s interface has to
be intuitive and obvious that leads the clients or the users
throughout the application. Many researchers were
suggested the correct usability system has to be compatible
with all the features of the perceptions of human beings and
the action of them done for the application. Therefore, most
of the users perceptive in the communicating skills, they
understand the problem and memory solving techniques [6].
It is beneficial for the application. The main or key points
of the different kinds of abilities for the users with varying
the widely skills that range from the pre-GCSE – to – the
students of master’s degree. It has to be satisfied both of
them while enabling them to attain their targets or goals.
The researchers were focused on the definition of ISO that
was pointed out for the efficiency and the effectiveness of
the application. It is necessary for the sufficient condition
for accomplishing user satisfaction. Many researchers have
investigated concepts of the approach of model-based to
state the usability elements and also suggested the
meaningful reformation in designing the game. The model
that is used to present them is called as Game Flow. It is
used in designing the application with full functionality and
real-time gaming strategies.
Evaluation of Application’s Usability
The efficiency and the effective components of heuristic
usability for the application were defined into the definition
of ISO that leads themselves for being measurable. The
application was assessed into the terms of usability and
utility for use. It gives the evidence that is needed for
testing the application that depends on the typical tasks and
scenarios [7].
There are some sources for listing the methods of usability
evaluation that is the First Time User Experience (FTUE).
It is the main method that used for explaining the methods
for how to control application that when and why it is to be
used by the user appropriately. An error has automated the
evaluation while using the software due to the update
problems in the application.
The usability tools were used for the designing an
developing the application as smooth as they can. It is to do
so because users can click on the less functionality for
playing the game in mobile devices [8].
Many suggestions of the researchers were evaluated for the
better user interface of the application. In this, the method
First Time User Experience was evaluated for the user
experience or the UX of the application. The language,
gaming animation, words animation, soft sounds,
languages, and the color combination were evaluated with
the user need and the gaming efficiency and effectivity.
The researchers were provided the analysis of detailed
methods of usability with highlighting the findings that vary
into the wide range when the different kinds of evaluators
were studying the same type of interface or design, also
when the same type of technique was used. The difference
widely concerned with not more than 1% overlapped by
which they were assumed. It implies in lacking the
predictability and the systematical assessment in the
heuristic usability for the application. Evaluating techniques
were applied by highlighting the opportunities that are
provided by the platform of mobile application. The
automated testing was able to reduce the costs of testing
and provides the feedback as quick on the alternative
interface designs.
Evaluation Scope
There are many evaluation methods were existed to
measure the user experience. Some of the methods provide
overall frameworks for metrics of user-centered. And the
processes of the production goals were mapped for the
applications. For the user experience, there are many
metrices by which it is difficult for selecting the appropriate
matrices for every case and also apply it within the
designed process [9].
As it is evaluating the complete tasks of user experience for
all platforms for the mobile application in the term of
matrices applicability and collecting data or information.
The most common computer tasks were decided on
selecting the tasks in discrete numbers:
- Processing documents
- Retrieval, archival and storage
- Networking / Communication
- Organization
- Browsing and Searching
These are depending on the tasks that were defined for the
study that were evaluated. It is carried out for generating a
report for observing with the use of the protocol of thinking
aloud emotionally [10].
RESEARCH METHODOLOGY
UEM Selection
The (UEM) User Evaluation Method was selected for
evaluating the heuristic usability principles, and Google
Analytics. It is depending on the evidence; those methods
accurately the players for the game will express themselves
by the accessible interaction and interface to achieve
specified goals, desires or achievement.in the same way,
usability of the game’s efficiency signifies the relationships
in between interaction and inputs. As well as the success for
the specified goals, desires or achievement. The inputs of
this mobile application were required to be considerable
skills for enabling the players for achieving success in the
game [5].
Many of the researchers were identified how easily any user
can use this mobile or gaming application without any
guidance of senior experts or the seniors. After defining the
overall application, there are some important aspects of the
application that are the usability issues, public
consumptions that are measured for the users without any
kind of training. The gaming application’s interface has to
be intuitive and obvious that leads the clients or the users
throughout the application. Many researchers were
suggested the correct usability system has to be compatible
with all the features of the perceptions of human beings and
the action of them done for the application. Therefore, most
of the users perceptive in the communicating skills, they
understand the problem and memory solving techniques [6].
It is beneficial for the application. The main or key points
of the different kinds of abilities for the users with varying
the widely skills that range from the pre-GCSE – to – the
students of master’s degree. It has to be satisfied both of
them while enabling them to attain their targets or goals.
The researchers were focused on the definition of ISO that
was pointed out for the efficiency and the effectiveness of
the application. It is necessary for the sufficient condition
for accomplishing user satisfaction. Many researchers have
investigated concepts of the approach of model-based to
state the usability elements and also suggested the
meaningful reformation in designing the game. The model
that is used to present them is called as Game Flow. It is
used in designing the application with full functionality and
real-time gaming strategies.
Evaluation of Application’s Usability
The efficiency and the effective components of heuristic
usability for the application were defined into the definition
of ISO that leads themselves for being measurable. The
application was assessed into the terms of usability and
utility for use. It gives the evidence that is needed for
testing the application that depends on the typical tasks and
scenarios [7].
There are some sources for listing the methods of usability
evaluation that is the First Time User Experience (FTUE).
It is the main method that used for explaining the methods
for how to control application that when and why it is to be
used by the user appropriately. An error has automated the
evaluation while using the software due to the update
problems in the application.
The usability tools were used for the designing an
developing the application as smooth as they can. It is to do
so because users can click on the less functionality for
playing the game in mobile devices [8].
Many suggestions of the researchers were evaluated for the
better user interface of the application. In this, the method
First Time User Experience was evaluated for the user
experience or the UX of the application. The language,
gaming animation, words animation, soft sounds,
languages, and the color combination were evaluated with
the user need and the gaming efficiency and effectivity.
The researchers were provided the analysis of detailed
methods of usability with highlighting the findings that vary
into the wide range when the different kinds of evaluators
were studying the same type of interface or design, also
when the same type of technique was used. The difference
widely concerned with not more than 1% overlapped by
which they were assumed. It implies in lacking the
predictability and the systematical assessment in the
heuristic usability for the application. Evaluating techniques
were applied by highlighting the opportunities that are
provided by the platform of mobile application. The
automated testing was able to reduce the costs of testing
and provides the feedback as quick on the alternative
interface designs.
Evaluation Scope
There are many evaluation methods were existed to
measure the user experience. Some of the methods provide
overall frameworks for metrics of user-centered. And the
processes of the production goals were mapped for the
applications. For the user experience, there are many
metrices by which it is difficult for selecting the appropriate
matrices for every case and also apply it within the
designed process [9].
As it is evaluating the complete tasks of user experience for
all platforms for the mobile application in the term of
matrices applicability and collecting data or information.
The most common computer tasks were decided on
selecting the tasks in discrete numbers:
- Processing documents
- Retrieval, archival and storage
- Networking / Communication
- Organization
- Browsing and Searching
These are depending on the tasks that were defined for the
study that were evaluated. It is carried out for generating a
report for observing with the use of the protocol of thinking
aloud emotionally [10].
RESEARCH METHODOLOGY
UEM Selection
The (UEM) User Evaluation Method was selected for
evaluating the heuristic usability principles, and Google
Analytics. It is depending on the evidence; those methods

were complementary in which they able to classify
problems of usability from different kinds of the
perspective of the mobile application [11]. The UEM that
was missing is the testing part of the user that is the error
for the potentially significant but it cannot be completed
into the researched timescales. For the application, the
Google Analytics is used for the existing respectable
amount of information or the data. In the application, there
is a wide range of benefits and features in it such as a
simple interface and usable interface. The heuristic
principle was used for designing the better look and feel of
the application such as the user will do fewer clicks on the
links to make better User Interface and the User Experience
of the application [12]. The heuristic principles were
designed and developed by Jakob Nielsen.
Researched Designs
For these researched points the designed was created with
the heuristic principles that are defined below:
- Experts evaluated the design by using 10 heuristic
principles of Jakob Nielsen [13]. Every evaluator has
one hour for completing the three tasks that were
described in the recent development scenarios of the
application.
- The user has to submit the gaming application named
as Lep’s World 2 for the end users for playing games
for fun or joy and enjoyment.
- With the help of a researcher, the funding was granted
for the application to make a better user interface and
the user experience of it.
- The method for evaluating the heuristic principles and
the problems were not recorded but it causes errors
while taking screen snapshots. Source of the references
were not found in it. It also helps the team to develop,
resolve and identify any problems in the mobile
application.
- The practical model was designed with the objectives
made with the researched questions. The aspects of the
application were determined to measure and the
matrices of them. And the documents were also eased
to formulated for the gaming application designed with
the preferred user experience and the user interface.
- The starting task risks, test plans, administrator
checklist were determined with the means of the
satisfaction for the application. For this, the
participants were acquired for recovering the usability
issues in the application. For the recovery of issues, the
usability issues were also conducted and the proposal
and the conclusion were also made for further
improvements in the application.
- With the use of Google Analytics, the application was
evaluated that is followed by a suggested approach by
the researcher. It is researched that more than one
player can play this game with full enjoyment.
In this mobile application of the game named as Lep’s
World 2, more than one player can play game at the same
time. It consists of 96 levels with twelve unique worlds,
many demanding enemies, new and beautiful graphics were
designed in detailed form.
After researching for this game, it resulted that Lep is the
person who has to save his family and friends all alone. By
playing the game, the user or the player has to gain many
powerful abilities for the wizard defeats. So, run and jump
by the world of Lep and also enjoy with 96 tremendous and
well-designed game levels. In the game, the player can get
many abilities after completing each and every world in the
game of Lep’s World 2.
DATA ANALYSIS AND COLLECTION
Evaluators
Expert evaluators are recruited from the team of
Information System. In the game, it will give the training on
evaluating the heuristic principles before beginning of the
game. Even though, the evaluation of heuristic usability has
a good essential understanding of the usability of
application that is performed by the experts of usability.
The researchers predicted that the evaluators have the basic
training as compared to the count of evaluators. It required
to identify overall 80% problems of usability that is
identified by the Molich and Nielsen.
Study
Expert Evaluation
There are three tasks were given to the evaluators to
achieve the goals of mobile application and make records of
the heuristic usability. This study is completed by using the
live application named as Lep’s World 2. The evaluators
for the application was asked to track for completing the
tasks before submitting the actual application or mobile
application for preventing it from the unauthorized staff or
the users that were not registered in the application.
The study by expert evaluators will take approx. 1 Hour 15
Minutes for the overall tasks’ completion for the evaluators.
For completing the tasks, the tasks evaluators were merged
together with their findings that were merged together with
their findings that were assigned with their priority for each
identified violation.
Risk Assessments
Though the mobile application was implemented by the
third part and the information system team members. They
are involved in the elements of integration and design. One
of the team members plays lead role in the design of the
application. Therefore, the research is conducted with a
special briefing to explain approach and objectives and the
exercises were evaluated with their skills or performance.
The members of the team have to be present while
evaluating the mobile application [14].
Neither the method of evaluating the application software
or platform collects the data or information which used to
enable the individual’s identification. Though, there are no
issues of personal data with these overall methods.
Nevertheless, the cookie policy and the privacy policy of
problems of usability from different kinds of the
perspective of the mobile application [11]. The UEM that
was missing is the testing part of the user that is the error
for the potentially significant but it cannot be completed
into the researched timescales. For the application, the
Google Analytics is used for the existing respectable
amount of information or the data. In the application, there
is a wide range of benefits and features in it such as a
simple interface and usable interface. The heuristic
principle was used for designing the better look and feel of
the application such as the user will do fewer clicks on the
links to make better User Interface and the User Experience
of the application [12]. The heuristic principles were
designed and developed by Jakob Nielsen.
Researched Designs
For these researched points the designed was created with
the heuristic principles that are defined below:
- Experts evaluated the design by using 10 heuristic
principles of Jakob Nielsen [13]. Every evaluator has
one hour for completing the three tasks that were
described in the recent development scenarios of the
application.
- The user has to submit the gaming application named
as Lep’s World 2 for the end users for playing games
for fun or joy and enjoyment.
- With the help of a researcher, the funding was granted
for the application to make a better user interface and
the user experience of it.
- The method for evaluating the heuristic principles and
the problems were not recorded but it causes errors
while taking screen snapshots. Source of the references
were not found in it. It also helps the team to develop,
resolve and identify any problems in the mobile
application.
- The practical model was designed with the objectives
made with the researched questions. The aspects of the
application were determined to measure and the
matrices of them. And the documents were also eased
to formulated for the gaming application designed with
the preferred user experience and the user interface.
- The starting task risks, test plans, administrator
checklist were determined with the means of the
satisfaction for the application. For this, the
participants were acquired for recovering the usability
issues in the application. For the recovery of issues, the
usability issues were also conducted and the proposal
and the conclusion were also made for further
improvements in the application.
- With the use of Google Analytics, the application was
evaluated that is followed by a suggested approach by
the researcher. It is researched that more than one
player can play this game with full enjoyment.
In this mobile application of the game named as Lep’s
World 2, more than one player can play game at the same
time. It consists of 96 levels with twelve unique worlds,
many demanding enemies, new and beautiful graphics were
designed in detailed form.
After researching for this game, it resulted that Lep is the
person who has to save his family and friends all alone. By
playing the game, the user or the player has to gain many
powerful abilities for the wizard defeats. So, run and jump
by the world of Lep and also enjoy with 96 tremendous and
well-designed game levels. In the game, the player can get
many abilities after completing each and every world in the
game of Lep’s World 2.
DATA ANALYSIS AND COLLECTION
Evaluators
Expert evaluators are recruited from the team of
Information System. In the game, it will give the training on
evaluating the heuristic principles before beginning of the
game. Even though, the evaluation of heuristic usability has
a good essential understanding of the usability of
application that is performed by the experts of usability.
The researchers predicted that the evaluators have the basic
training as compared to the count of evaluators. It required
to identify overall 80% problems of usability that is
identified by the Molich and Nielsen.
Study
Expert Evaluation
There are three tasks were given to the evaluators to
achieve the goals of mobile application and make records of
the heuristic usability. This study is completed by using the
live application named as Lep’s World 2. The evaluators
for the application was asked to track for completing the
tasks before submitting the actual application or mobile
application for preventing it from the unauthorized staff or
the users that were not registered in the application.
The study by expert evaluators will take approx. 1 Hour 15
Minutes for the overall tasks’ completion for the evaluators.
For completing the tasks, the tasks evaluators were merged
together with their findings that were merged together with
their findings that were assigned with their priority for each
identified violation.
Risk Assessments
Though the mobile application was implemented by the
third part and the information system team members. They
are involved in the elements of integration and design. One
of the team members plays lead role in the design of the
application. Therefore, the research is conducted with a
special briefing to explain approach and objectives and the
exercises were evaluated with their skills or performance.
The members of the team have to be present while
evaluating the mobile application [14].
Neither the method of evaluating the application software
or platform collects the data or information which used to
enable the individual’s identification. Though, there are no
issues of personal data with these overall methods.
Nevertheless, the cookie policy and the privacy policy of
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the application was checked for ensuring that the users or
the players were aware that tools of tracking were used in
the purpose of improvement in user interface and the user
experience.
Software Evaluation
The First Time User Experience (FTUE) software or the
method has analyzed the data or the information for the
assigned period of December 11, 2018, to January 10, 2019.
The setup of usability heuristic principles of Nielsen was
similar to FTUE. It requires the designing part of the
application. There is 10 heuristic principle that was used in
designing the application or the gaming application. These
are as follows:
- System status visibility
- Match between the real world and the system itself
- User freedom and user control
- Preventing errors or issues
- Helps users to recover, diagnose, recognize errors
or issues.
- Standards and consistency
- Acknowledge relatively than remembrance
- Efficiency and flexibility of use
- Minimalist and aesthetic design
- Documentation and help
Evaluation
Expert Evaluation
Evaluation of experts was identified with the 10 usability
issues or the principles into the mobile application.
Consistent with the literature studied there was small
overlap in between the errors that were identified with the
different kinds of evaluators. In table 1, it shows the
detection counts for each and every issues or error and its
impact that were assessed [15].
Table 1: Detection issues of impact and frequency of Mobile
Application
Total
reporting
issues of
evaluators
Fewer
Impacts
Average
Impacts
High
Impacts
1 6 15 7
3 4 5 2
5 -- -- 3
The overall issues were detected beyond the heuristic
principle range. In table 2, it summarizes the issue counts
that were violated with a specific heuristic with the
violation impact against it.
Heuristic
Usability
Fewer
Impacts
Average
Impacts
High
Impacts
System Status
Visibility
3
Match between
real world and
the system
2 1 2
User freedom
and user
control
1` 5
Preventing
errors or issues
2
Helps users to
recognize
errors or
issues.
1 2 2
Standards and
consistency
2 1
Acknowledge
relatively than
remembrance
1 5 2
Efficiency and
flexibility of
use
1
Minimalist and
aesthetic
design
1 2 1
Documentation
and help
1
There is the major usability principle or the heuristic
principles were followed with the solutions that were
implemented in the application
Visibility of the system status was very clear in the
application. Each functionality of the application
was clearly identified with the look and feel of the
application.
Error prevention is also initiated in the application
perspective point of view. There are many
validations in the game to prevent error in it. Only
the registered users can get complete access for the
application. After registering in the game with the
Google access or the other than player can access
the game and also the data will be saved into the
log history.
the players were aware that tools of tracking were used in
the purpose of improvement in user interface and the user
experience.
Software Evaluation
The First Time User Experience (FTUE) software or the
method has analyzed the data or the information for the
assigned period of December 11, 2018, to January 10, 2019.
The setup of usability heuristic principles of Nielsen was
similar to FTUE. It requires the designing part of the
application. There is 10 heuristic principle that was used in
designing the application or the gaming application. These
are as follows:
- System status visibility
- Match between the real world and the system itself
- User freedom and user control
- Preventing errors or issues
- Helps users to recover, diagnose, recognize errors
or issues.
- Standards and consistency
- Acknowledge relatively than remembrance
- Efficiency and flexibility of use
- Minimalist and aesthetic design
- Documentation and help
Evaluation
Expert Evaluation
Evaluation of experts was identified with the 10 usability
issues or the principles into the mobile application.
Consistent with the literature studied there was small
overlap in between the errors that were identified with the
different kinds of evaluators. In table 1, it shows the
detection counts for each and every issues or error and its
impact that were assessed [15].
Table 1: Detection issues of impact and frequency of Mobile
Application
Total
reporting
issues of
evaluators
Fewer
Impacts
Average
Impacts
High
Impacts
1 6 15 7
3 4 5 2
5 -- -- 3
The overall issues were detected beyond the heuristic
principle range. In table 2, it summarizes the issue counts
that were violated with a specific heuristic with the
violation impact against it.
Heuristic
Usability
Fewer
Impacts
Average
Impacts
High
Impacts
System Status
Visibility
3
Match between
real world and
the system
2 1 2
User freedom
and user
control
1` 5
Preventing
errors or issues
2
Helps users to
recognize
errors or
issues.
1 2 2
Standards and
consistency
2 1
Acknowledge
relatively than
remembrance
1 5 2
Efficiency and
flexibility of
use
1
Minimalist and
aesthetic
design
1 2 1
Documentation
and help
1
There is the major usability principle or the heuristic
principles were followed with the solutions that were
implemented in the application
Visibility of the system status was very clear in the
application. Each functionality of the application
was clearly identified with the look and feel of the
application.
Error prevention is also initiated in the application
perspective point of view. There are many
validations in the game to prevent error in it. Only
the registered users can get complete access for the
application. After registering in the game with the
Google access or the other than player can access
the game and also the data will be saved into the
log history.
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The design was atheistic and minimalist of the
gaming application. In the gaming application,
user or the player don’t have to click more for
starting the game. The design was created with the
proper manner and with the better look and feel of
the application [16].
By the standard and the consistency principle, the
application functionality was looked proper with
the proper animation, font size, font, and the
background colors, properly sized images, etc.
Documentation and he help were also provided for
each and every level of the game. Every player can
easily understand after reading the instructions or
the help terms carefully.
Efficiency and flexible for use were a principle
that was used properly in the application. The
application is so flexible and very easy to use with
more efficiency in each and every functionality of
the application.
The look and feel of the application where
matching between the real world and the system
itself. The real-time features were installed in it.
Software Evaluation
In the software evaluation as the First Time User
Experience (FTUE) and the usability or the heuristic
principle was designed for the screens of the game
application are:
- Home Page
- Game Services
- Game Screen (Level 1)
- Score Screen
- Level Complete Screen
Figure 1: Home Page
In the above figure, the home of the game Lep’s World 2
was designed with the proper animation and the unstable
font family and the font size. The images and the
background were created in an appropriate formation. In
this screen, the game name was shown in the yellow color.
The player has to click or tap on the screen to play or start
the game. The game or the application was user-friendly
with the proper color combination and the proper
instructions.
Many heuristics or the usability principles were used in the
screen or the overall game such as match the system with
the real world, user freedom and user control, minimalist
and atheistic design, and many more.
Figure 2: Game Services
In the above figure, it shows the screen of the game where
the player can play the game by clicking on the Play button
and also modify or change the game services by clicking on
the Game Services button. In this gaming application,
player can register themselves with the help of social media
links that is the Facebook and the Twitter. Player can also
change the settings by clicking on the Setting button.
The screen was designed with the use of heuristic principles
that are minimalist and atheistic design.
Figure 3: Game Screen
In the above figure, it shows the screen with the started
game, here player can play games with the back and
forward button stated on the screen. They can also check
their scores presented at the top of the game screen. The
game screens were animated and look cool while playing
the game. Graphics are also superb and it also depends on
the stages of the game.
Some of the heuristic principles were used in the screen or
the overall game. Such principles that were used in it that is
user freedom and user control, help and documentation, and
many more.
gaming application. In the gaming application,
user or the player don’t have to click more for
starting the game. The design was created with the
proper manner and with the better look and feel of
the application [16].
By the standard and the consistency principle, the
application functionality was looked proper with
the proper animation, font size, font, and the
background colors, properly sized images, etc.
Documentation and he help were also provided for
each and every level of the game. Every player can
easily understand after reading the instructions or
the help terms carefully.
Efficiency and flexible for use were a principle
that was used properly in the application. The
application is so flexible and very easy to use with
more efficiency in each and every functionality of
the application.
The look and feel of the application where
matching between the real world and the system
itself. The real-time features were installed in it.
Software Evaluation
In the software evaluation as the First Time User
Experience (FTUE) and the usability or the heuristic
principle was designed for the screens of the game
application are:
- Home Page
- Game Services
- Game Screen (Level 1)
- Score Screen
- Level Complete Screen
Figure 1: Home Page
In the above figure, the home of the game Lep’s World 2
was designed with the proper animation and the unstable
font family and the font size. The images and the
background were created in an appropriate formation. In
this screen, the game name was shown in the yellow color.
The player has to click or tap on the screen to play or start
the game. The game or the application was user-friendly
with the proper color combination and the proper
instructions.
Many heuristics or the usability principles were used in the
screen or the overall game such as match the system with
the real world, user freedom and user control, minimalist
and atheistic design, and many more.
Figure 2: Game Services
In the above figure, it shows the screen of the game where
the player can play the game by clicking on the Play button
and also modify or change the game services by clicking on
the Game Services button. In this gaming application,
player can register themselves with the help of social media
links that is the Facebook and the Twitter. Player can also
change the settings by clicking on the Setting button.
The screen was designed with the use of heuristic principles
that are minimalist and atheistic design.
Figure 3: Game Screen
In the above figure, it shows the screen with the started
game, here player can play games with the back and
forward button stated on the screen. They can also check
their scores presented at the top of the game screen. The
game screens were animated and look cool while playing
the game. Graphics are also superb and it also depends on
the stages of the game.
Some of the heuristic principles were used in the screen or
the overall game. Such principles that were used in it that is
user freedom and user control, help and documentation, and
many more.

Figure 4: Score Screen
In the above figure, the screen was designed as Score
Screen. In this, user or the player can view the stages that
were completed from the single level. In this, the score was
count as the total number of coins gained was multiplied by
10.
Additionally, the screen was designed by the heuristic
principles with proper font size and the color. The images
of the application were used as proper identification by
which user or the player can understand easily and
effectively.
Figure 5: Level Complete Screen
In the above figure, the screen was designed as showing the
Level is completed. In this screen, the player can view their
statistics of the recent score or the levels that were
completed by them. The player can also move forward by
the forward button. And they also download extra or the
related games by the links that were provided on the left-top
side of the screen. The login functionality of different kinds
of social media was also provided on the screen.
Additionally, the screen was designed with the use of
heuristic principles that were almost each and every
principle were used in the application. This game is
designed with proper animation and attractive images used
in it.
CONCLUSION
In the conclusion part, the usability impact was clearly
identified that problems that were needed on the urgent
basis. The evaluation was revealed and also confirmed the
issues of usability counts that is not averting the players
from their tasks that have to be achieved by them.
The omission or the error that is notable from the evaluation
of the application is used by the player for testing the
application. It is completed as the future research and also
likely for highlighting the extra issues of heuristic usability.
Many evaluation methods were used and also contributed
somehow with the different terms for understanding the
problems of usability with the gaming application. Expert
evaluation signifies the issues that are possible to the
experienced evaluators with the heuristic principles. The
First Time User Experience (FTUE) method is so useful
and also it has to be the regular and the important part of an
information system for the testing team. In the Software
Evaluation. The heuristic principle was elaborated with the
10 principles that are to be used for designing the
application. It is basically used in the User Experience (UX)
and the User Interface (UI) of the application.
Additionally, resources of the application were allocated to
the investigators or the testing team for evaluating or
implementing the current tools with the automated aspects
of testing the usability issues. The all three User Evaluating
Method (UEM) was continued with evaluating the main
factor for developing the future mobile application.
ACKNOWLEDGMENTS
The research for the mobile application was not completed
without any support staff and the assistant team of the
College team of Information Team.
REFERENCES
[1] Villanueva, K. and Vaidya, J., 2017. Transforming
Learning with Mobile Games: Learning with mGames.
In Blended Learning: Concepts, Methodologies, Tools, and
Applications(pp. 308-326). IGI Global.
[2] Barnett, L., Gatzidis, C., and Harvey, C., 2017, June. An
Investigation into Usability and First Time User
Experiences Within a Mobile Gaming Context.
In International Conference on Technologies for E-
Learning and Digital Entertainment (pp. 303-306).
Springer, Cham.
[3] Petersen, F.W., Thomsen, L.E., Mirza-Babaei, P., and
Drachen, A., 2017, October. Evaluating the Onboarding
Phase of Free-toPlay Mobile Games: A Mixed-Method
Approach. In Proceedings of the Annual Symposium on
Computer-Human Interaction in Play (pp. 377-388). ACM.
[4] Freina, L. and Ott, M., 2015. A Literature Review on
Immersive Virtual Reality in Education: State Of The Art
and Perspectives. eLearning & Software for Education, (1).
[5] Sarrab, M., Elbasir, M. and Alnaeli, S., 2016. Towards a
quality model of technical aspects for mobile learning
In the above figure, the screen was designed as Score
Screen. In this, user or the player can view the stages that
were completed from the single level. In this, the score was
count as the total number of coins gained was multiplied by
10.
Additionally, the screen was designed by the heuristic
principles with proper font size and the color. The images
of the application were used as proper identification by
which user or the player can understand easily and
effectively.
Figure 5: Level Complete Screen
In the above figure, the screen was designed as showing the
Level is completed. In this screen, the player can view their
statistics of the recent score or the levels that were
completed by them. The player can also move forward by
the forward button. And they also download extra or the
related games by the links that were provided on the left-top
side of the screen. The login functionality of different kinds
of social media was also provided on the screen.
Additionally, the screen was designed with the use of
heuristic principles that were almost each and every
principle were used in the application. This game is
designed with proper animation and attractive images used
in it.
CONCLUSION
In the conclusion part, the usability impact was clearly
identified that problems that were needed on the urgent
basis. The evaluation was revealed and also confirmed the
issues of usability counts that is not averting the players
from their tasks that have to be achieved by them.
The omission or the error that is notable from the evaluation
of the application is used by the player for testing the
application. It is completed as the future research and also
likely for highlighting the extra issues of heuristic usability.
Many evaluation methods were used and also contributed
somehow with the different terms for understanding the
problems of usability with the gaming application. Expert
evaluation signifies the issues that are possible to the
experienced evaluators with the heuristic principles. The
First Time User Experience (FTUE) method is so useful
and also it has to be the regular and the important part of an
information system for the testing team. In the Software
Evaluation. The heuristic principle was elaborated with the
10 principles that are to be used for designing the
application. It is basically used in the User Experience (UX)
and the User Interface (UI) of the application.
Additionally, resources of the application were allocated to
the investigators or the testing team for evaluating or
implementing the current tools with the automated aspects
of testing the usability issues. The all three User Evaluating
Method (UEM) was continued with evaluating the main
factor for developing the future mobile application.
ACKNOWLEDGMENTS
The research for the mobile application was not completed
without any support staff and the assistant team of the
College team of Information Team.
REFERENCES
[1] Villanueva, K. and Vaidya, J., 2017. Transforming
Learning with Mobile Games: Learning with mGames.
In Blended Learning: Concepts, Methodologies, Tools, and
Applications(pp. 308-326). IGI Global.
[2] Barnett, L., Gatzidis, C., and Harvey, C., 2017, June. An
Investigation into Usability and First Time User
Experiences Within a Mobile Gaming Context.
In International Conference on Technologies for E-
Learning and Digital Entertainment (pp. 303-306).
Springer, Cham.
[3] Petersen, F.W., Thomsen, L.E., Mirza-Babaei, P., and
Drachen, A., 2017, October. Evaluating the Onboarding
Phase of Free-toPlay Mobile Games: A Mixed-Method
Approach. In Proceedings of the Annual Symposium on
Computer-Human Interaction in Play (pp. 377-388). ACM.
[4] Freina, L. and Ott, M., 2015. A Literature Review on
Immersive Virtual Reality in Education: State Of The Art
and Perspectives. eLearning & Software for Education, (1).
[5] Sarrab, M., Elbasir, M. and Alnaeli, S., 2016. Towards a
quality model of technical aspects for mobile learning
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services: An empirical investigation. Computers in Human
Behavior, 55, pp.100-112.
[6] Urquhart, C. and Fernandez, W., 2016. Using grounded
theory method in information systems: the researcher as
blank slate and other myths. In Enacting Research Methods
in Information Systems: Volume 1 (pp. 129-156). Palgrave
Macmillan, Cham.
[7] Hussain, A.B., Abbas, S.A.A., Abdulwaheed, M.S.,
Mohammed, R.G. and abdullah Abdulhussein, A., 2015.
Usability Evaluation of Mobile Game Applications: A
Systematic Review. environment, 2, p.5.
[8] Moumane, K., Idri, A. and Abran, A., 2016. Usability
evaluation of mobile applications using ISO 9241 and ISO
25062 standards. SpringerPlus, 5(1), p.548.
[9] Calderón, A. and Ruiz, M., 2015. A systematic literature
review on serious games evaluation: An application to
software project management. Computers & Education, 87,
pp.396-422.
[10] Nacke, L.E., Cox, A., Mandryk, R.L. and Cairns, P.,
2016, May. SIGCHI Games: The scope of games and play
research at CHI. In Proceedings of the 2016 CHI
Conference Extended Abstracts on Human Factors in
Computing Systems (pp. 1088-1091). ACM.
[11] Darin, T., Andrade, R. and Sánchez, J., 2018. CLUE:
A Usability Evaluation Checklist for Multimodal Video
Game Field Studies with Children Who Are Blind.
[12] Calderón, A. and Ruiz, M., 2015. A systematic
literature review on serious games evaluation: An
application to software project management. Computers &
Education, 87, pp.396-422.
[13] Khajouei, R., Zahiri Esfahani, M. and Jahani, Y., 2017.
Comparison of heuristic and cognitive walkthrough
usability evaluation methods for evaluating health
information systems. Journal of the American Medical
Informatics Association, 24(e1), pp.e55-e60.
[14] Vienhage, P., Barcomb, H., Marshall, K., Black, W.A.,
Coons, A., Tran, H.T., Nguyen, T.M., Guillen, A.T., Yoh,
J., Kizer, J. and Rogers, B.A., 2017, May. War-gaming
application for future space systems acquisition: MATLAB
implementation of war-gaming acquisition models and
simulation results. In Sensors and Systems for Space
Applications X (Vol. 10196, p. 1019609). International
Society for Optics and Photonics.
[15] Stoyanov, S.R., Hides, L., Kavanagh, D.J., Zelenko,
O., Tjondronegoro, D. and Mani, M., 2015. Mobile app
rating scale: a new tool for assessing the quality of health
mobile apps. JMIR mHealth and uHealth, 3(1).
[16] Komatsu, K. and Jones, K., 2018. Task Design
Principles for Heuristic Refutation in Dynamic Geometry
Environments. International Journal of Science and
Mathematics Education, pp.1-24.
Behavior, 55, pp.100-112.
[6] Urquhart, C. and Fernandez, W., 2016. Using grounded
theory method in information systems: the researcher as
blank slate and other myths. In Enacting Research Methods
in Information Systems: Volume 1 (pp. 129-156). Palgrave
Macmillan, Cham.
[7] Hussain, A.B., Abbas, S.A.A., Abdulwaheed, M.S.,
Mohammed, R.G. and abdullah Abdulhussein, A., 2015.
Usability Evaluation of Mobile Game Applications: A
Systematic Review. environment, 2, p.5.
[8] Moumane, K., Idri, A. and Abran, A., 2016. Usability
evaluation of mobile applications using ISO 9241 and ISO
25062 standards. SpringerPlus, 5(1), p.548.
[9] Calderón, A. and Ruiz, M., 2015. A systematic literature
review on serious games evaluation: An application to
software project management. Computers & Education, 87,
pp.396-422.
[10] Nacke, L.E., Cox, A., Mandryk, R.L. and Cairns, P.,
2016, May. SIGCHI Games: The scope of games and play
research at CHI. In Proceedings of the 2016 CHI
Conference Extended Abstracts on Human Factors in
Computing Systems (pp. 1088-1091). ACM.
[11] Darin, T., Andrade, R. and Sánchez, J., 2018. CLUE:
A Usability Evaluation Checklist for Multimodal Video
Game Field Studies with Children Who Are Blind.
[12] Calderón, A. and Ruiz, M., 2015. A systematic
literature review on serious games evaluation: An
application to software project management. Computers &
Education, 87, pp.396-422.
[13] Khajouei, R., Zahiri Esfahani, M. and Jahani, Y., 2017.
Comparison of heuristic and cognitive walkthrough
usability evaluation methods for evaluating health
information systems. Journal of the American Medical
Informatics Association, 24(e1), pp.e55-e60.
[14] Vienhage, P., Barcomb, H., Marshall, K., Black, W.A.,
Coons, A., Tran, H.T., Nguyen, T.M., Guillen, A.T., Yoh,
J., Kizer, J. and Rogers, B.A., 2017, May. War-gaming
application for future space systems acquisition: MATLAB
implementation of war-gaming acquisition models and
simulation results. In Sensors and Systems for Space
Applications X (Vol. 10196, p. 1019609). International
Society for Optics and Photonics.
[15] Stoyanov, S.R., Hides, L., Kavanagh, D.J., Zelenko,
O., Tjondronegoro, D. and Mani, M., 2015. Mobile app
rating scale: a new tool for assessing the quality of health
mobile apps. JMIR mHealth and uHealth, 3(1).
[16] Komatsu, K. and Jones, K., 2018. Task Design
Principles for Heuristic Refutation in Dynamic Geometry
Environments. International Journal of Science and
Mathematics Education, pp.1-24.
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APPENDIX
Risk Assessments
Though the mobile application was implemented by the third part and the information system team members. They are
involved into the elements of integration and design. One of the team members plays the lead role in the design of the
application. Therefore, the research is conducted with a special briefing to explain approach and objectives and the exercises
were evaluated with their skills or performance. The members of the team have to be present while evaluating the mobile
application.
Neither the method of evaluating the application software or platform collects the data or information which used to enable
the individual’s identification. Though, there are no issues of personal data with these overall methods. Nevertheless, the
cookie policy and the privacy policy of the application was checked for ensuring that the users or the players were aware that
tools of tracking were used in the purpose of improvement in user interface and the user experience.
Consent form
Data Gathering Forms
Observation table of the Lep’s World 2 game.
Name of Player: User 1
Name of Researcher: Researcher 1
Number of
Observation
Data & Time What
observation
done in the
Gaming
application
that is seen?
What was the
prediction or
the meaning
for the
observation?
What you did
after
observing the
application?
Did the
prediction
done is really
helpful?
(Yes / No)
When and
what time?
1 January 10,
2019
The user
interface of the
application
was tested by
the researcher.
It means to
improve the
user interface
as better as
they can.
They will add
designing tools
to the
application.
Yes January 10,
2019
2 January 15,
2019
The user
experience of
the application
was tested by
the researcher.
It means to
improve the
functionality
for the
application.
They will add
the extra
functionalities
into the
application.
Yes January 15,
2019
For [please enter group]:
Name of department:
Title of study: User Experience Evolution in Mobile Games
Purpose of study: The reason generally behind the usability study with the user experience of an application as Lep’s
World 2. The usability issues were evaluated for this application and can able to understand the designing
implementation to create the application most user friendly for the end users.
I confirm according to guidelines that I had understood and read about the research done for the gaming application.
I also confirm to have the opportunities to collect the information that is relevant for the researched work with the
appropriate methods.
I understand for gathering the information from the doing study done on the next time.
Risk Assessments
Though the mobile application was implemented by the third part and the information system team members. They are
involved into the elements of integration and design. One of the team members plays the lead role in the design of the
application. Therefore, the research is conducted with a special briefing to explain approach and objectives and the exercises
were evaluated with their skills or performance. The members of the team have to be present while evaluating the mobile
application.
Neither the method of evaluating the application software or platform collects the data or information which used to enable
the individual’s identification. Though, there are no issues of personal data with these overall methods. Nevertheless, the
cookie policy and the privacy policy of the application was checked for ensuring that the users or the players were aware that
tools of tracking were used in the purpose of improvement in user interface and the user experience.
Consent form
Data Gathering Forms
Observation table of the Lep’s World 2 game.
Name of Player: User 1
Name of Researcher: Researcher 1
Number of
Observation
Data & Time What
observation
done in the
Gaming
application
that is seen?
What was the
prediction or
the meaning
for the
observation?
What you did
after
observing the
application?
Did the
prediction
done is really
helpful?
(Yes / No)
When and
what time?
1 January 10,
2019
The user
interface of the
application
was tested by
the researcher.
It means to
improve the
user interface
as better as
they can.
They will add
designing tools
to the
application.
Yes January 10,
2019
2 January 15,
2019
The user
experience of
the application
was tested by
the researcher.
It means to
improve the
functionality
for the
application.
They will add
the extra
functionalities
into the
application.
Yes January 15,
2019
For [please enter group]:
Name of department:
Title of study: User Experience Evolution in Mobile Games
Purpose of study: The reason generally behind the usability study with the user experience of an application as Lep’s
World 2. The usability issues were evaluated for this application and can able to understand the designing
implementation to create the application most user friendly for the end users.
I confirm according to guidelines that I had understood and read about the research done for the gaming application.
I also confirm to have the opportunities to collect the information that is relevant for the researched work with the
appropriate methods.
I understand for gathering the information from the doing study done on the next time.

Instructions to the participants
For the designed game, users or the players must have to follow the instructions for start or playing this game easily and
effectively. These are:
- After opening the game, the player has to click or tap on the screen to start to the game.
- After that, the player can click on the Play button to start the game. He or she also check the game services by
clicking on the Game Services button. It consists of a leadership list and the achievement history of the player.
- After clicking the Play button, the game was started and the player can play the game to complete all level of it.
Full Results
After evaluating the complete gaming application, it results that the game was perfectly designed and developed with the
proper functionality and the animation that was provided into the application. There are many participants that can play the
game with no negative feedbacks. The game was so easy and very effective and also initiated by most of the adjectives that
are used in the application.
Table 2: Evaluation Test Results
Use Cases Bad User
Experience (UX)
Good User
Experience (UX)
Bad User Interface
(UI)
Good User Interface
(UI)
Processing
Documents
No Yes No Yes
Sound and graphics No Yes No Yes
System Visibility No Yes No Yes
For the designed game, users or the players must have to follow the instructions for start or playing this game easily and
effectively. These are:
- After opening the game, the player has to click or tap on the screen to start to the game.
- After that, the player can click on the Play button to start the game. He or she also check the game services by
clicking on the Game Services button. It consists of a leadership list and the achievement history of the player.
- After clicking the Play button, the game was started and the player can play the game to complete all level of it.
Full Results
After evaluating the complete gaming application, it results that the game was perfectly designed and developed with the
proper functionality and the animation that was provided into the application. There are many participants that can play the
game with no negative feedbacks. The game was so easy and very effective and also initiated by most of the adjectives that
are used in the application.
Table 2: Evaluation Test Results
Use Cases Bad User
Experience (UX)
Good User
Experience (UX)
Bad User Interface
(UI)
Good User Interface
(UI)
Processing
Documents
No Yes No Yes
Sound and graphics No Yes No Yes
System Visibility No Yes No Yes
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