| 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 |