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How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities

Providing usable web information and services to as many people as possible confronts web professionals with a challenging task. The present study delivers insights about how Web accessibility is perceived in practice. Using a survey, a total of 163 …

My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments

Travellers with visual impairments may face substantial information gaps on their journeys by public transport. For instance, information displayed in trains, as well as on departure boards in train stations and on platforms, are often not available …

Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI)

Motivation is a fundamental concept in understanding people’s experiences and behavior. Yet, motivation to engage with an interactive system has received only limited attention in HCI. We report the development and validation of the User Motivation …

How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites

Plain Language and Easy-to-Read Language are two approaches to reduce language complexity, which are also applied in the context of Web Accessibility. While Easy-to-Read Language was specifically designed to meet the needs of people with cognitive …

Systematic Review and Validation of the Game Experience Questionnaire (GEQ) -- Implications for Citation and Reporting Practice

Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire (GEQ) is widely applied in games research, which might risk the proliferation of erroneous study implications. This concern motivated us to conduct a systematic …

A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences

Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls are notorious for their excessive difficulty. Yet, there has been little empirical …

Online Playtesting With Crowdsourcing: Advantages and Challenges

Answering important design questions and delivering actionable insights within a couple of days is invaluable. Traditional playtests are often time consuming, expensive and deliver insights based on only a small sample of participants. Crowdsourced …

How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires

We describe and report the analysis of two widely used questionnaires to measure the player experience in digital games. In order to contribute to the further validation and meaningful application of the PENS and GEQ we examined the underlying …

Disassembling gamification: The effects of points and meaning on user motivation and performance

Interest in gamification is growing steadily. But as the underlying mechanisms of gamification are not well understood yet, a closer examination of a gamified activity's meaning and individual game design elements may provide more insights. We …

Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements

It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined the effects of three commonly employed game design elements -- points, …