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Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help(More)
Researchers in Computer Supported Cooperative Work have recently developed discount evaluation methods for shared-workspace groupware. Most discount methods rely on some understanding of the context in which the groupware systems will be used, which means that evaluators need to model the tasks that groups will perform. However, existing task analysis(More)
A better understanding of how groupware systems have been evaluated in the past can help to frame the discussion of what methods and techniques should be considered for future evaluations. We reviewed all papers from the ACM CSCW conference (1990-1998) that introduced or evaluated a groupware system. Forty-five papers were included in the review. The main(More)
Computer games are one of the most successful application domains in the history of interactive systems. This success has come despite the fact that games were 'separated at birth' from most of the accepted paradigms for designing usable interactive software. It is now apparent that this separate and less-constrained environment has allowed for much design(More)
Discount usability evaluation methods have recently been introduced as a way to assess groupware systems. However, one criticism of these techniques is that they do not make use of information about users and their work contexts. To address this problem, we developed groupware walkthrough, a new usability inspection technique for groupware. The technique is(More)
Digital tabletop systems are currently receiving considerable attention, but present systems do not allow the fluid and natural work that is evident when people work around a traditional table. This fluidity is particularly obvious in highly-integrated collaboration, where people work together in a closely coordinated fashion. Highly-integrated(More)
Most current tabletop groupware systems use direct touch, where people manipulate objects by touching them with a pen or a fingertip. The use of people's real arms and hands provides obvious awareness information, but workspace access is limited by the user's reach. Relative input techniques, where users manipulate a cursor rather than touching objects(More)
Healthcare organizations are often organized in a modular, loosely coupled fashion where separate and semi-autonomous work units specialize in different areas of care delivery. This partitioning allows each unit to adapt to emerging practice standards in its area of expertise and to adjust to its local work environment. However, organizational loose(More)