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Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games

, , , , , and . Evaluating User Experience in Games, chapter 13, Springer, in press.(March 2010)

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N/JOY - Ein Designbeispiel für eine direkt manipulative, objektbasierte Benutzerschnittstelle., , and . Inform. Forsch. Entwickl., 8 (1): 23-34 (1993)Strategisches Experience Management., , and . HMD Prax. Wirtsch., (2013)subsequently labeled as volume 50 number 6 by Springer.HCI for PrimeLife Prototypes., , , , and . Privacy and Identity Management for Life, Springer, (2011)Personality traits, usage patterns and information disclosure in online communities., , and . BCS HCI, page 169-174. ACM, (2009)The FeelMouse: Making Computer Screens Feelable., , and . ICCHP, volume 860 of Lecture Notes in Computer Science, page 106-113. Springer, (1994)Landmarks: yes; but which?: five methods to select optimal landmarks for a landmark- and speech-based guiding system., , , , , and . Mobile HCI, page 287-290. ACM, (2005)How much do you tell?: information disclosure behaviour indifferent types of online communities., , and . C&T, page 275-284. ACM, (2009)Preface., , , and . IxD&A, (2016)Personality traits, usage patterns and information disclosure in online communities, , and . Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, page 169--174. Swinton, UK, UK, British Computer Society, (2009)User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training., , , and . Int. J. Child Comput. Interact., (2017)