For IBM’s Watson technology, What Happens After “Jeopardy!”?

 

IBM’s Supercomputer Has Implications for Healthcare, Information Tech and More

Wouldn’t it be nice to have your very own supercomputer in your pocket?

If your laptop crashed while you were working on a major presentation, you could ask your portable expert to help diagnose the problem. If you wanted to bone up on Middle Eastern history, you could ask it to comb every document available and then wrap it all up in a simple summary (annotated, of course).

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Kinect Gestural UI: First Impressions

Read the manual before using the interface. (Kinect Adventures)
(Yes, it’s a *cute* manual, but these are still instructions to memorize.)

Summary: Inconsistent gestures, invisible commands, overlooked warnings, awkward dialog confirmations. But fun to play.

Kinect is a new video game system that is fully controlled by bodily movements. It’s vaguely similar to the Wii, but doesn’t use a controller (and doesn’t have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing).

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Why You Only Need to Test with 5 Users

Some people think that usability is very costly and complex and that user tests should be reserved for the rare web design project with a huge budget and a lavish time schedule. Not true. Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

In earlier research, Tom Landauer and I showed that the number of usability problems found in a usability test with n users is:

N(1-(1-L)n)

where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user. The typical value of L is 31%, averaged across a large number of projects we studied. Plotting the curve for L=31% gives the following result:

The most striking truth of the curve is that zero users give zero insights.

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Castlevania: Good Usability, Poor User Experience

Konami recently sent us a copy of their new title, Castlevania: Lords of Shadow. After testing the game, it was clear that the game could be a case study to highlight the difference between usability and user-experience (UX).

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Simplification: A Review of Civilization V

The latest release in the Civilization series has many improvements, from beautiful new graphics to redesigned gameplay. Many features in Civilization IV have been streamlined or eliminated, in favor of a simplified playing experience that will attract new players to the game. Having studied Civilization IV extensively (most of our publications are based upon research in Civilization IV), we will discuss some of Civilization V‘s many changes and the associated trade-offs in terms of player engagement and motivation.

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GameFlow and Gameplay in Madden NFL ’11

As a fan of football games, going back to the days of classics like Tecmo Bowl (NES), we were excited to play this year’s redesign of the successful Madden NFL series. We can report that Madden NFL ’11 is the most realistic, graphically stunning, and holistic football simulation to date. However, the new “GameFlow” play calling system has many hardcore Madden fans up in arms, due to the departure from classic play calling in football games. We will discuss some of the new features in Madden NFL ’11, why GameFlow is a step in the right direction, and some features that could be improved for next year’s release of Madden NFL.

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Motion Controllers & Revived Classic Titles Rule at E3

2010 appears to be a breakthrough year for gaming technologies.  In case you haven’t heard, Nintendo, Sony, Microsoft, and many others in the gaming industry have just announced their latest releases at this year’s E3 Expo in Los Angeles. The E3 press conferences revealed trends toward motion-based game controllers, 3D technologies, controller-less gaming, and an array of retro game titles that are back on the scene.

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Ford Ergonomics Lab: Optimized by Gaming Technology

When Glenn Harrington donned a motion capture suit complete with more than 40 reflective spheres he wasn’t being turned into the latest video game character, but helping to design car manufacturing jobs that are less physically stressful on workers.

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What’s Wrong With the RITE Method?

A critique of a common method used in video game usability research

Many video game usability practitioners employ a method to test usability within video games, called the ‘RITE’ method, short for Rapid Iterative Testing and Evaluation (RITE). Pioneered at Microsoft Games Studios and Microsoft Research, the RITE method has been adopted by many usability research organizations besides the teams at Microsoft.

While the RITE method has some advantages, such as the ‘rapid iterative’ ability to suggest changes to designers and test them in successive passes, it may fall short when looking for usability issues that lie beneath the surface.

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