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 |