{"id":420,"date":"2020-09-27T20:38:00","date_gmt":"2020-09-27T20:38:00","guid":{"rendered":"http:\/\/sigdoc.acm.org\/conference\/2020\/?p=420"},"modified":"2020-10-05T13:59:29","modified_gmt":"2020-10-05T13:59:29","slug":"strubberg-horn","status":"publish","type":"post","link":"http:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/","title":{"rendered":"“\u201cI knew something was supposed to happen!\u201d: Eye Tracking the Interactions between Player Experience and HUD Design” – Brandon Strubberg and Ethan Horn"},"content":{"rendered":"
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Sorry, but you do not have permission to view this content.<\/div>\n","protected":false},"author":27,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[18,36],"tags":[118,119,116,117,27,115],"yoast_head":"\n"\u201cI knew something was supposed to happen!\u201d: Eye Tracking the Interactions between Player Experience and HUD Design" - Brandon Strubberg and Ethan Horn - SIGDOC Conference 2020<\/title>\n<meta name=\"description\" content=\"This poster presents initial results of an eye-tracking study that investigates how the heads-up display (HUD) in Destiny 2 affects player experience. The HUD of a video game serves a dual function as a contextually situated interface element that enhances player enjoyability and teaches game systems. Investigating how players learn from the information communicated by HUDs is especially important as gaming becomes more ubiquitous and digital applications become more gamified. We recruited nine participants for a usability test in which participants played a level in Destiny 2 while wearing an eye-tracking device. Based on our limited study, we identified several instances in which the HUD information and gameworld present dissonant information that confused our participants. We present three such examples in this poster. We end by considering why, despite the documented confusion, participants in our study preferred Destiny 2\u2019s HUD over other examples and offer some reminders for effective design.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\""\u201cI knew something was supposed to happen!\u201d: Eye Tracking the Interactions between Player Experience and HUD Design" - Brandon Strubberg and Ethan Horn - SIGDOC Conference 2020\" \/>\n<meta property=\"og:description\" content=\"This poster presents initial results of an eye-tracking study that investigates how the heads-up display (HUD) in Destiny 2 affects player experience. The HUD of a video game serves a dual function as a contextually situated interface element that enhances player enjoyability and teaches game systems. Investigating how players learn from the information communicated by HUDs is especially important as gaming becomes more ubiquitous and digital applications become more gamified. We recruited nine participants for a usability test in which participants played a level in Destiny 2 while wearing an eye-tracking device. Based on our limited study, we identified several instances in which the HUD information and gameworld present dissonant information that confused our participants. We present three such examples in this poster. We end by considering why, despite the documented confusion, participants in our study preferred Destiny 2\u2019s HUD over other examples and offer some reminders for effective design.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\" \/>\n<meta property=\"og:site_name\" content=\"SIGDOC Conference 2020\" \/>\n<meta property=\"article:published_time\" content=\"2020-09-27T20:38:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2020-10-05T13:59:29+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/sigdoc.acm.org\/conference\/2020\/wp-content\/uploads\/sites\/11\/2020\/09\/pos86-strubberg-horn-poster-Brandon-Strubberg-1024x768.jpg\" \/>\n<meta name=\"author\" content=\"SIGDOC\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@adamstrantz\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"SIGDOC\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"11 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\"},\"author\":{\"name\":\"SIGDOC\",\"@id\":\"http:\/\/sigdoc.acm.org\/conference\/2020\/#\/schema\/person\/dfe7e0b67f0f4fa8491050980755c2b1\"},\"headline\":\"“\u201cI knew something was supposed to happen!\u201d: Eye Tracking the Interactions between Player Experience and HUD Design” – Brandon Strubberg and Ethan Horn\",\"datePublished\":\"2020-09-27T20:38:00+00:00\",\"dateModified\":\"2020-10-05T13:59:29+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\"},\"wordCount\":2316,\"commentCount\":0,\"publisher\":{\"@id\":\"http:\/\/sigdoc.acm.org\/conference\/2020\/#organization\"},\"keywords\":[\"display\",\"eye-tracking\",\"game\",\"heads-up\",\"ux\",\"video\"],\"articleSection\":[\"Poster\",\"User Experience\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\",\"url\":\"https:\/\/sigdoc.acm.org\/conference\/2020\/strubberg-horn\/\",\"name\":\"\\\"\u201cI knew something was supposed to happen!\u201d: Eye Tracking the Interactions between Player Experience and HUD Design\\\" - Brandon Strubberg and Ethan Horn - SIGDOC Conference 2020\",\"isPartOf\":{\"@id\":\"http:\/\/sigdoc.acm.org\/conference\/2020\/#website\"},\"datePublished\":\"2020-09-27T20:38:00+00:00\",\"dateModified\":\"2020-10-05T13:59:29+00:00\",\"description\":\"This poster presents initial results of an eye-tracking study that investigates how the heads-up display (HUD) in Destiny 2 affects player experience. 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