Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS
Main Article Content
Abstract
Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.
Plum Analytics
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
The author(s) assign to JGGAG licence to use this document for personal use and in courses of instruction provided that the article is used in full and this copyright statement is reproduced. The authors also grant a non-exclusive licence to JGGAG to publish this document in full on the World Wide Web within the JGGAG website. Any other usage is prohibited without the express permission of the author(s).
References
C.F. Kemerer, B.K. Dunn, and B. Janansefat, “Winners-Take-Some dynamics in digital platform markets: a reexamination of the video game console wars,” unpublished
B. Merdenyan, and H. Petrie, “User teviews of gamepad controllers: a source of user requirements and user experience” in Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015.
N. Bhonker, S. Rozenberg, and I. Hubara, “Playing snes in the retro learning environment,” in 5th International Conference on Learning Representations , 2017.
T. Schlomer, B. Poppinga, N. Henze, & S. Boll, “Gesture recognition with a wii controller”, in Proceedings of the 2nd International Conference on Tangible and Embedded Interaction, 2008.
M.H.P.H. van Beurden, W.A. Ijsselsteijn, & Y.A.W. de Kort, (2012) “User experience of gesture based i: a comparison with traditional interaction methods on pragmatic and hedonic qualities,” in Efthimiou E., Kouroupetroglou G., Fotinea SE. (eds) Gesture and Sign Language in Human-Computer Interaction and Embodied Communication, 2012.
A. Ramcharitar, and R.J. Teat, “a Fitts’ law evaluation of video game controllers: thumbstick, touchpad and gyrosensor,” in Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017.
D. Natapov, S.J. Castellucci, and I.S. MacKenzie, “ISO 9241-9 evaluation of video game controllers,” in Proceedings of Graphics Interface, 2009.
T. Költringer, P. Isokoski, and T. Grechenig, “TwoStick: writing with a game controller,” in Proceedings of Graphics Interface, 2007.
PricewaterhouseCooper Singapore. (2012). “The evolution of video gaming and content consumption,” PwC Video Gaming and Content Consumer Intelligence, 2012. Accessed on: Jun. 5, 2018. [online] Available: https://www.pwc.com/sg/en/tice/assets/ticenews201206/ evolutionvideogame201206.pdf
DS. Lee, “The effect of visualizing the flow of multimedia content among and inside devices,” in Journal of Applied Ergonomics Vol 40, 2008.
P. Tassi,“Why can't microsoft get its xbox one dashboard right?,” Forbes.com, 2017. Accessed on: April 22, 2018, Available: https://www.forbes.com/sites/insertcoin/2017/08/09/why-cant- microsoft-get-its-xbox-one-dashboard-right/
J. Rowe, “ Valve’s Contribution to the Gaming World.” in J. Sharpe, and R. Self, Computers for Everyone. 1st Edition, University of Derby, 2014.
B.E. John, and D.E. Kieras, “The GOMS family of user interface analysis techniques: comparison and contrast,” in ACM Transactions on Computer-Human Interaction, Vol. 3, No. 4, 1996.
B.E. John, and D.E. Kieras, (1996). “Using GOMS for user interface design and evaluation: which technique?,” in ACM Transactions on Computer-Human Interaction, Vol. 3, No. 4, 1996.
S.K. Card, T.P., Moran, and A. Newell, “The Keystroke-Level model for user performance time with interactive systems,” in Communications of the ACM Magazine, 1980.
D. Kieras, “Using the keystroke-level model to estimate execution times,” unpublished, 2001.
M. George, “Digital distribution unstoppable business model or gratuitous content for the masses?,” in J. Sharpe, and R. Self, Computers for Everyone. 1st Edition, University of Derby, 2014.
H. Pangestu, Penerapan metode GOMS untuk evaluasi perangkat lunak pemodelan visual berbasis open source,” in ComTech Journal Vol 3, No 1, 2012.
M. Ybarra, “New fall update for xbox one available for everyone today,” Microsoft xbox official site, 2017. Accessed on: Jul. 22, 2018, Available: https://news.xbox.com/en-us/2017/10/16/fall-update- xbox-one-2017//