Research Article
A Comparison of Gamified HCI Studies with Lab and Crowd Participants
@ARTICLE{10.4108/eai.5-9-2017.153058, author={Hendrik Knoche and Allan Christensen and Simon Andr\^{e} Pedersen}, title={A Comparison of Gamified HCI Studies with Lab and Crowd Participants}, journal={EAI Endorsed Transactions on Creative Technologies}, volume={4}, number={11}, publisher={EAI}, journal_a={CT}, year={2017}, month={4}, keywords={HCI, Crowdsourcing, gamification, device human resolution, DHR, touch interaction, touch screen, dragging, acquiescience bias}, doi={10.4108/eai.5-9-2017.153058} }
- Hendrik Knoche
Allan Christensen
Simon André Pedersen
Year: 2017
A Comparison of Gamified HCI Studies with Lab and Crowd Participants
CT
EAI
DOI: 10.4108/eai.5-9-2017.153058
Abstract
We compared a game-based experiment carried out in the lab with crowdsourced set ups (informed and uninformed participants) on the device’s human resolution (DHR) - the minimum size for dragging the finger onto a target on a touch screen. Lab participants produced fewer errors than the crowd. From lab participants, we found the smallest selectable target width for dragging onto non-occluded targets with visual target position feedback, was between 2mm and 4mm on mobile touch devices. Performance data on error not time allowed for drawing this conclusion as participants from all groups did not take enough care and time to acquire the targets. The bi-modal performance distributions of crowd participants required filtering data.
Copyright © 2017 Hendrik Knoche et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.