User-Orientation Framework
Construct: Definition:
Visibility Degree to which a non-user can become aware of the system.
Perceived usefulness & ease Degree to which the user views the system as useful and being user-friendly to achieve a goal
Availability/Approachability Degree to which potential users can reach/assess the system.
Quality of Interaction Degree to which the system achieves satisfaction and meaningful outcomes
Relationship Maintainability Degree to which the system develops and maintains relationship while not using it
Competitiveness Degree to which the user views the system as more favorable compared to alternative systems
GameFlow Model
Concentration Degree to which the game can capture the users attention
Challenge Degree to which the game sufficiently challenges and matches the users skill level 
Player skills Degree to which the game fosters learning and skill mastery
Control Degree to which the user feels a sense of control over the game
Clear Goals Degree to which the game presents understandable goals at appropriate times
Feedback Degree to which the game provides appropriate feedback towards meeting goal
Immersion Degree of engagement, absorption, and effortless involvement into the game
Social Interaction Degree to which the game facilitates social interactions
Table 2: Definition of constructs for the user-orientation framework and game flow model.
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