Indon
esi
an
Journa
l
of El
ect
ri
cal Engineer
ing
an
d
Comp
ut
er
Scie
nce
Vo
l.
1
3
,
No.
1
,
Jan
uar
y
201
9
,
pp.
1
2
3
~
1
2
8
IS
S
N: 25
02
-
4752, DO
I: 10
.11
591/ijeecs
.v1
3
.i
1
.pp
1
2
3
-
1
2
8
123
Journ
al h
om
e
page
:
http:
//
ia
es
core.c
om/j
ourn
als/i
ndex.
ph
p/ij
eecs
Fun
ctio
n
al usabi
lity anal
ysis of t
op korean
mobil
e r
ole pla
ying
ga
m
es
b
ased on
user in
terf
ace des
ign
Seun
g
H
oon L
ee
1
, Do
o
He
on Song
2
1
Depa
rtment of
Virtua
l
Reality
Conte
nts,
Young San
Univer
si
t
y
,
Busan
48015,
Korea
2
Depa
rtment of
Com
pute
r
Gam
es,
Yong
-
In
Song
Dam
Coll
ege,
Y
ong
-
in
17145,
K
ore
a
Art
ic
le
In
f
o
ABSTR
A
CT
Art
ic
le
history:
Re
cei
ved
J
u
l
1
3
, 2
018
Re
vised
O
ct
8
,
2018
Accepte
d
O
ct
25, 201
8
Mobile
Tole
Pla
y
ing
Gam
es
(RPG
s)
are
now
ver
y
popular
in
ga
m
ing
m
ark
et
.
Stil
l,
we
hav
e
gr
ea
t
constraint
in
har
dware
prov
i
ded
such
as
scr
e
en
size
and
int
er
ac
t
ion
spee
d.
Adopting
tec
hnique
s
such
as
aut
o
play
ena
b
l
es
the
game
designe
rs
to
w
e
ake
n
th
e
burd
en
s
of
porti
ng
RP
G
sca
le
s
to
m
obil
e
p
la
t
form
.
How
eve
r,
the
in
te
rfa
ce
design
i
n
m
obil
e
pla
tfor
m
bec
om
es
quit
e
diffe
r
ent
from
PC
base
d
pla
tform.
In
this
pape
r,
we
inv
esti
gate
how
us
er
interfa
c
e
func
ti
on
al
i
ti
es
a
re
provide
d
for
popula
r
m
obil
e
RP
Gs
base
d
on
google
p
l
a
y
downloade
d
be
twee
n
th
e
y
ear
of
2014
and
2016.
W
e
ana
l
y
z
e
t
h
e
comm
onal
it
ie
s a
nd
the
diffe
r
ence
s of
rec
ent
succ
e
ss
ful
m
obil
e
RP
Gs
first
and
ta
ke
a
user
surv
e
y
wi
th
heur
ist
ics
.
In
result
,
subj
ec
ts
who
are
16
~
25
in
age
wea
kl
y
a
ccept
c
urre
nt
in
te
rf
ac
e
l
a
y
ou
t
and
cont
r
ol
as
over
70%
positi
ve
r
at
e
in
4
po
int
Li
k
ert
sca
le t
est
.
Ke
yw
or
ds:
Heurist
ic
s
Mob
il
e Plat
f
orm
Role Pla
yi
ng
Gam
e
Usab
il
it
y
User inte
r
face
Copyright
©
201
8
Instit
ut
e
o
f Ad
vanc
ed
Engi
n
ee
r
ing
and
S
cienc
e
.
Al
l
rights re
serv
ed.
Corres
pond
in
g
Aut
h
or
:
Doo He
on S
ong
,
Dep
a
rtm
ent o
f C
om
pu
te
r
Ga
m
es,
Yon
g
-
In S
ongDam
Colle
ge
,
571
-
1 C
he
o
-
i
n Gu,
Yon
g
-
i
n 1
7145, K
or
ea
.
Em
a
il
:
ds
ong@y
sc.ac.
kr
1.
INTROD
U
CTION
In
gam
e interfa
ce desig
n, the
r
ule of th
um
b
is t
o
gi
ve goo
d,
conve
nient c
ontrol ove
r
ob
j
ect
s p
r
ovide
d
by
the
gam
e
with
en
ough
i
nfor
m
at
ion
an
d
easy
acce
ss.
It
can
be
su
m
m
arized
as
the
functi
onal
it
y
and
t
he
us
a
bili
ty
of
the
us
e
r
inter
face
[1
]
.
For
ro
le
pl
ay
ing
gam
es
(RPG
)
,
wh
ic
h
ne
eds
t
he
m
os
t
com
plex
co
ntr
ol
ove
r
obj
ect
s
an
d
fee
db
ac
k
of
the
gam
e,
it
is
qu
it
e
essenti
al
to
giv
e
pro
pe
r
inter
face
that
ty
pical
ly
are
co
m
posed
of
sta
tus
wind
ow,
chatt
ing
window,
na
vig
at
io
n,
s
hortcut
ke
ys,
an
d
in
ven
t
or
y
sect
io
n
[
2].
Th
us
,
t
he
int
erf
ac
e
sh
oul
d
ha
ve
th
e
la
yout
co
ntainin
g
as
rich
in
form
ation
as
possible
bu
t
not
giv
e
over
wh
el
m
ing
inf
orm
ati
on
t
o
us
ers
for n
ot
hi
nd
e
rin
g
t
he
im
m
ersion
[
3].
Howe
ver,
f
or
m
ob
il
e
RPG,
the
de
sig
n
pri
nc
iple
shou
l
d
be
qu
it
e
di
ff
e
ren
t from
that
of
P
C
based
R
P
G
du
e t
o
the sc
re
en
siz
e an
d oth
er h
a
rdwa
re constraints
. I
t i
s im
po
rtant to contr
ol the s
cene
changes
with respec
t
to the i
nfor
m
at
ion
pro
vid
e
d [
2].
The
us
a
bili
ty
evaluati
on
iss
ue
is
m
or
e
com
plex.
U
sabili
ty
evalu
at
i
on
ba
sed
on
a
set
of
heurist
ic
s
pro
vid
e
d
by experts and v
al
i
da
te
d
by u
ser
s
urveys b
ec
om
es
m
or
e i
m
po
rta
nt than
ev
e
r.
H
ow
e
ve
r,
it
also d
ra
ws
plenty
of
disc
us
sio
ns
a
nd
di
ff
ere
nt
a
pproaches
on
ho
w
m
uch
the
set
of
he
uri
sti
cs
shou
l
d
incl
ude
us
er
exp
e
rience
, f
lo
w
a
nd
f
un
iss
ue
s
in
c
onju
nction
with
the
f
un
ct
ion
al
it
y
[4
-
10]
.
F
ur
t
her
m
ore,
it
is
al
so
f
ou
nd
that
diff
e
re
nt
genre
requires
di
ff
e
ren
t
points
in
sat
isfact
ion
of
the
us
e
r
interface
de
sig
n
s
uch
that
the
c
asual
gam
e [1
1] a
nd
m
anag
em
ent sim
ula
ti
on
gam
e
[12
]
us
ers
m
a
y need
d
i
ff
e
rent
stand
a
rd of sa
ti
sfacti
on
.
Th
us
,
in
t
his
pap
e
r,
we
will
fo
c
us
on
m
obil
e
RPG
interf
ace.
By
do
i
ng
so
,
we
can
a
vo
i
d
en
dles
s
deb
at
es
on
the
range
of
c
ove
rin
g
aspects
of
the
gam
e
con
t
ents
in
us
abili
ty
evaluati
on
[
5,
7
,
8,
10]
.
Firs
t,
we
will
analy
ze
top
5
gam
es
of
the
ye
ar
bet
wee
n
20
14
a
nd
20
16
base
d
on
goog
le
play
dow
nlo
a
ds
in
Kore
a
[13].
In
this
analy
sis,
we
try
to
find
the
com
m
on
al
it
ie
s
and
the
diff
e
re
nces
of
the
top
gam
es
and
the
rece
nt
tren
ds
Evaluation Warning : The document was created with Spire.PDF for Python.
IS
S
N
:
2502
-
4752
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci,
Vo
l.
1
3
, N
o.
1
,
Ja
nu
a
ry
201
9
:
1
2
3
–
1
2
8
124
changin
g
if
an
y
exists.
T
hen,
we
set
up
a
s
et
of
he
ur
ist
ic
s
to
e
valuate
s
olely
the
sat
isf
act
ion
rate
of
us
er
interface
base
d
on
t
he
tra
diti
on
al
heurist
ic
s
by
Korho
ne
n
et
.
al
s
[4,
14]
an
d
te
ste
d
by
K
or
ea
n
ga
m
ers
in
validit
y
[3
]
wi
th
inter
pr
et
at
io
n
of
RP
G
sc
ope.
T
hus,
t
he
evaluati
on
of
us
a
bili
ty
in
this
pap
e
r
s
houl
d
be
interp
reted
as
the
f
unct
ion
al
it
y
sat
isfact
ion
s
ince
RPG
ge
nre
con
ta
i
ns
sim
ply
too
m
any
f
act
or
s
oth
e
r
th
an
use
r
interface
d
esi
gn.
2.
ANALY
SIS
O
F TA
RGET
MOBILE
RP
G G
AM
E
S
2.1
.
US
ER
I
NTERF
AC
E
T
able
1
s
umm
arizes
top
5
do
w
nlo
a
de
d
m
ob
il
e
RPG
between
t
he
ye
ar
of
2014
a
nd
2016
ba
sed
on [8]. T
hose
gam
es b
ecom
e the set
of g
am
es w
e
analy
ze in
this
pap
e
r.
Table
1.
T
op
5 M
ob
il
e RP
G b
et
ween
2014 a
nd 20
16
2014
2015
2016
Hero f
o
r
Kak
ao
HIT
Lineag
e2
: Rev
o
lu
tio
n
Dark Aven
g
ers 2
Rav
en
Lineag
e: Red
Knig
h
ts
Cru
sad
er
Qu
est
Idea
Destin
y
Ch
ild
Sev
en
Knig
h
ts
Mue o
rigin
Ad
en
Fo
x
Rain
1
0
0
HEROES
Su
m
m
o
n
ers
W
a
r
We
in
vestigat
e
al
l
abo
ve
15
gam
es
fo
r
the
ba
sic
la
yout,
bat
tl
efiel
d
la
yout,
and
oth
e
r
f
unct
ion
al
it
ie
s.
Figure
1
a
nd Fi
gure
2 dem
on
s
trat
es the
diff
e
r
ence in
b
asi
c la
yout
of
i
nfor
m
at
ion
obj
ect
s a
nd b
at
tl
efiel
d
l
ay
ou
t
with
hand
c
ontrol
desig
n.
(a)
N
ote Co
ntr
ol
(b) Dest
iny C
hi
ld
Figure
1. Ba
sic
Interface
E
xa
m
ples
The
a
naly
sis
is
done
by
our
stud
e
nts
ha
vi
ng
play
ed
ta
r
ge
t
gam
es
in
hig
h
le
vels
an
d
at
le
ast
two
m
on
ths’ of ex
pe
riences
by c
he
cklist
m
e
tho
d.
Our
chec
klist
inclu
des;
a.
Chatt
ing
wind
ow
: C
a
n use
r
c
hoos
e
where
to
put
?
b.
Ma
in lay
ou
t:
T
he
locat
i
on on t
he
scree
n
c.
Nav
i
gation:
Prov
i
ded
?
d.
Shor
tc
ut K
ey
s:
Prov
i
de
d
?
e.
Inve
nto
ry
Sect
ion
:
O
n
the
scr
e
en or
sep
a
rated
scr
ee
n
?
f.
Au
t
o play
; Su
pport
ed
?
g.
Hand
C
ontrol:
Sing
le
ha
nd or
bo
t
h hands
?
h.
Ba
tt
le
Sk
il
l B
utton
s: T
he
l
oca
ti
on
on the
scre
en
Evaluation Warning : The document was created with Spire.PDF for Python.
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci
IS
S
N:
25
02
-
4752
Fu
nctional
us
abil
it
y a
naly
sis
of to
p
k
or
e
an
mobile
r
ole p
l
ay
in
g g
am
e
s
based o
n user…
(
Seun
g Hoo
n
L
ee
)
125
(a)
Mue Origi
ne
–
Con
tr
olled
by
bo
t
h Hands
(b)
(b) 100
He
ro
es
-
C
on
t
ro
ll
ed
by
sing
le
Ha
nd
Figure
2. Ba
tt
le
fiel
d
I
nter
face
and C
on
tr
ol E
xam
ples
2.2
.
Analysis
o
f
U
ser
In
terf
ace
Table
2,
3, an
d 4 sum
m
arizes t
he
di
ff
e
ren
ce
s
foun
d
f
r
om
o
ur a
naly
sis i
n
ye
ars respecti
vel
y.
Table
2.
C
om
par
at
ive
An
al
ysi
s of
2014 T
op
5
RP
G
2
0
1
4
Ga
m
es
Ch
attin
g
W
in
d
o
w
Main La
y
o
u
t
Au
to
p
lay
Co
n
trol
Hero f
o
r
Kak
ao
Ch
o
ice
Low
Su
p
p
o
rt
Bo
th
Hand
s
Dark Aven
g
ers 2
Ch
o
ice
Up
p
erleft
Su
p
p
o
rt
Bo
th
Hand
s
Cru
sad
er
Qu
est
Total
Low
No
Sin
g
le
Sev
en
Knig
h
ts
Ch
o
ice
Low
Su
p
p
o
rt
Sin
g
le
Fo
x
Rain
Ch
o
ice
Up
p
erRig
h
t
Su
p
p
o
rt
Bo
th
Hand
s
Table
3.
C
om
par
at
ive
An
al
ysi
s of
2015 T
op
5
RP
G
2
0
1
5
Ga
m
es
Ch
attin
g
W
in
d
o
w
Main La
y
o
u
t
Au
to
p
lay
Co
n
trol
HIT
Ch
o
ice
Low
Su
p
p
o
rt
Bo
th
Hand
s
Rav
en
Ch
o
ice
Low
Su
p
p
o
rt
Bo
th
Hand
s
Idea
Ch
o
ice
Low
Su
p
p
o
rt
Bo
th
Hand
s
Mue o
rigin
Total
LowerRig
h
t
Su
p
p
o
rt
Bo
th
Hand
s
1
0
0
HEROES
Ch
o
ice
LowerRig
h
t
No
Sin
g
le
Table
4.
C
om
par
at
ive
An
al
ysi
s of
2016 T
op
5
RP
G
2
0
1
6
Ga
m
es
Ch
attin
g
W
in
d
o
w
Main La
y
o
u
t
Au
to
p
lay
Co
n
trol
Lineag
e2
: Rev
o
lu
tio
n
Total
Up
p
erRig
h
t
Su
p
p
o
rt
Bo
th
Hand
s
Lineag
e: Red
Knig
h
ts
Ch
o
ice
Low
Su
p
p
o
rt
Sin
g
le
Destin
y
Ch
ild
Ch
o
ice
Low
Su
p
p
o
rt
Sin
g
le
Ad
en
Ch
o
ice
Left
Su
p
p
o
rt
Bo
th
Hand
s
Su
m
m
o
n
ers
W
a
r
Ch
o
ice
LowerRig
h
t
Su
p
p
o
rt
Sin
g
le
Evaluation Warning : The document was created with Spire.PDF for Python.
IS
S
N
:
2502
-
4752
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci,
Vo
l.
1
3
, N
o.
1
,
Ja
nu
a
ry
201
9
:
1
2
3
–
1
2
8
126
Am
on
g
15
RP
Gs
we
i
nv
e
sti
gated,
we
f
ou
nd
t
hat
al
l
of
them
do
no
t
pro
vid
e
s
hortc
ut
keys
nor
nav
i
gation
a
nd
inv
ent
or
y
sec
ti
on
is
separ
at
ed
from
the
battl
e
screen.
A
lso,
al
l
inv
est
igate
d
gam
es
pr
ovide
battl
e
sk
il
l
bu
t
ton
s
on
the
lo
wer
rig
ht
pa
rt
of
t
he
battl
e
sc
reen
a
nd
joyst
ic
k
pa
d
is
locat
ed
on
the
l
ow
e
r
le
ft
par
t.
In
la
yout,
the
to
p
-
dow
n
la
yout
f
or
m
was
ge
ner
al
ly
ap
plied
to
t
he
ga
m
es
we
analy
zed.
Howe
ver,
in
t
he
case
of
'
Fox
Ra
in'
,
'M
u
Or
igi
n'
and
'
Lineage
Re
vo
luti
on
'
,
it
is
flexible
by
us
in
g
the
e
xp
a
nd
e
d
m
e
nu
f
orm
at
in
'
ㄱ
'
sh
aped
la
yout.
I
n
the
case
of
inv
e
ntory
ind
ic
at
or,
the
im
po
rtant
infor
m
at
ion
directl
y
relat
ed
to
the
sta
te
of
the
char
act
er
and
af
fects
th
e
battl
e
pr
oce
ss,
it
is
pr
ovi
ded
as
a
sepa
r
at
e
m
enu
on
the
m
ob
il
e
du
e
to
the
restrict
ion o
f
t
he
sc
ree
n s
pac
e as
po
i
nted by
[2] ea
rlie
r.
Othe
r
tha
n
t
hose
m
entioned
di
ff
ere
nces,
m
os
t
ta
rg
et
gam
es
hav
e
sim
i
la
r
use
r
inter
faces
a
nd
c
on
t
ro
ls
.
Ov
e
rall
, m
ob
ile RPGs
pro
vide
v
ery sim
il
ar
us
er in
te
rf
aces
thu
s the
nex
t st
ep
sho
uld
b
e if
this ty
pical
int
erf
ac
e
is sat
i
sfactor
y
f
ro
m
u
sers
’ vie
wpoint.
T
hen, t
he qu
e
sti
on w
il
l be;
Q: Are
gam
ers
com
fo
rtable
wi
th this
us
e
r
inte
rf
ace a
nd
funct
ion
al
it
y desig
n?
3.
FUNCTIO
N
A
L USE
RBILI
TY EV
ALU
A
TION
OF
YSE
R
I
NTERF
A
CE There
haB
Y
S
URVE
Y
Heurist
ic
eval
uation
is
on
e
of
the
s
o
-
cal
le
d
ex
per
t
-
base
d
us
a
bili
ty
insp
e
ct
ion
m
et
ho
ds
for
s
of
t
war
e
dev
el
op
m
ent
[
15
]
.
Ne
ver
t
hel
ess,
heurist
ic
e
valuati
on
with
tradit
ion
al
‘
us
a
bili
ty
’
heurist
ic
s
can
not
be
di
rectl
y
app
li
ed
t
o
the
evaluati
on
of
vi
deo
gam
es
becau
se
ap
plica
ti
on
s
of
t
war
e
a
nd
vid
e
o
gam
es
are
ver
y
dif
fere
nt
in
con
te
xt
an
d
usa
bili
ty
heu
ris
ti
cs
do
not
c
ov
e
r
al
l
as
pe
ct
s
of
gam
ing
su
c
h
as
f
un,
entertai
nm
ent,
an
d
enjoym
ent[8
]
.
If
it
wer
e
t
he
us
er
bili
ty
evaluati
on
of
m
obil
e
RPG
it
sel
f,
we
m
a
y
hav
e
to
consi
de
r
m
any
aspects
oth
e
r
tha
n
the fun
ct
io
nalit
y
of
the
us
e
r
inte
rf
a
ce.
As
su
m
m
arized
in
li
te
ratu
r
e
rev
ie
ws
[7,10],
one
m
ay
hav
e
to
worr
y
if
the
usa
bili
ty
qu
est
ionna
re
s
hould
inclu
de
s
olely
on
t
he
narr
ow
ra
ng
e
of
t
he
f
unct
io
nalit
y[5]
or
include
ga
m
e
play
/gam
e
st
or
y,
virt
ual
i
nterf
ace
a
nd
dev
ic
e
-
a
nd
a
p
plica
ti
on
-
s
pec
ific
pro
per
ti
es
of
a
syst
e
m
[8
]
.
If
t
hat
is
the
la
tt
er
case,
we
nee
d
a
bu
l
ky
set
of
heurist
ic
s
but
sti
ll
,
that
set
of
heurist
ic
s
can
nev
e
r
pro
per
ly
re
pr
e
sent
the
c
om
plex
str
uctu
re
of
curre
nt
m
ob
ile
RPG
du
e
to
it
s
intrinsic
s
ubj
ect
ivit
y
w
hi
le
we
wan
t t
o be as
obj
ect
iv
e as
pos
sible i
n
e
valuat
ion
.
Th
us
,
in
this
pap
e
r,
we
m
a
ke
our
set
of
qu
est
io
nnare
on
ly
base
d
on
the
functi
ona
li
ty
of
us
er
interface
.
Als
o,
w
hile
our
qu
est
ionnare
is
ba
sed
on
the
pr
evio
us
res
earc
hes
[
3,4,1
4],
since
al
l
ta
rg
et
gam
e
s
analy
zed
wer
e
RPG
a
nd
due
t
o
diff
e
ren
t
c
ultur
e
a
nd
la
ng
ua
ge,
we
reinter
pret
at
e
relat
ed
he
ur
ist
ic
s
withi
n
the
sco
pe of
R
PG
genre a
nd m
ake th
e
qu
e
sti
on
as co
ncr
et
e
as
po
s
sible as
sho
wn in T
able
6.
The
s
urvey
wa
s
done
i
n
Se
pte
m
ber
20
17
usi
ng
Goo
gle
do
cs
an
d
sub
j
ect
s
are
f
ro
m
m
a
ny
dif
fer
e
nt
m
ob
il
e
RPG
com
m
un
it
ie
s.
T
otal
30
s
ubj
ect
s
wer
e
r
esp
onde
d
w
hose
age v
ary
bet
ween
l
at
e
te
ens
and
m
id
20
’
s
and the
re
wer
e
21 m
al
es and
9 fem
al
es. Th
ei
r
curre
nt m
os
t p
la
ye
d
m
ob
il
e RPG
is
sho
wn as
Tab
le
5.
Table
5.
M
ob
il
e RPG
t
hat S
ubj
ect
s
p
la
y t
he
m
os
t
Ga
m
es
Res
p
o
n
ses
Lineag
e2
Rev
o
lu
tio
n
7
Cru
sad
er
Qu
est
7
Sev
en
Knig
h
ts
7
Destin
y
Ch
ild
3
Rav
en
3
Mue Origin
1
Idea
1
HIT
1
Total
30
In
this
s
urvey,
we
to
ok
4
po
i
nt
scal
e
i
n
ord
er
to
dr
a
w
m
or
e
act
ive
opini
on
s
f
r
om
su
bje
ct
s
beca
us
e
wh
e
n
we
us
e
d
5
point
scal
e,
non
-
neg
li
sabl
e
portio
n
of
re
sp
onses
w
ere
just
neu
tral
(
point
3).
In
our
4
po
i
nt
Lie
ker
t
scal
e
qu
e
sti
onnar
e
,
4
m
eans
m
os
t
sat
isfact
or
y
a
nd
1
de
no
te
s
the
le
ast
sat
isf
act
or
y.
T
he
re
su
lt
is
su
m
m
arized as shown
i
n
Ta
bl
e 6
.
The
posit
ive
re
sp
onses
(
respo
ns
e
3
or
4)
are
ov
e
r
70%
in
al
l
qu
est
io
nnare
and
the
a
bsolut
e
points
by
Lie
ker
t
scal
e
is
betwee
n
2.9
0
and
3.3
7.
T
he
aver
a
ge
of
tota
l
9
qu
est
i
onnare
in
Lie
ker
t
sc
al
e
is
3.1
3.
S
ubj
ect
s
wer
e
m
os
t
sat
isfact
ory
in
fi
nger
m
ov
em
ent(Q2)
an
d
cl
ear
ly
visible
gam
e
ind
ic
at
ors
i
n
the
la
yo
ut
(
Q
7)
but
le
ast
sar
isfa
ct
oe
y on enem
y t
arg
et
ti
ng (Q
6) a
nd pu
rch
asi
ng
it
e
m
co
nv
e
nnie
nce
(Q1).
On
e
nem
y
ta
rget
ti
ng
,
act
ually
the
respo
ns
es
hav
e
gr
eat
dis
crep
a
ncy
with
resp
ect
to
t
he
gam
es
they
play
ed.
Desti
ny
child
us
er
s
wer
e
m
os
t
sat
i
sfied
(all
3
subj
ect
s
m
ark
ed
as
4)
bu
t
Seve
n
K
ni
gh
ts
us
e
r
s
ga
ve
on
ly
2.71 in a
ve
rag
e
.
Evaluation Warning : The document was created with Spire.PDF for Python.
Ind
on
esi
a
n
J
E
le
c Eng &
Co
m
p
Sci
IS
S
N:
25
02
-
4752
Fu
nctional
us
abil
it
y a
naly
sis
of to
p
k
or
e
an
mobile
r
ole p
l
ay
in
g g
am
e
s
based o
n user…
(
Seun
g Hoo
n
L
ee
)
127
Howe
ver,
as
m
entioned
ear
li
er,
sub
j
ect
s
wer
e
m
os
tl
y
neu
tral
wh
e
n
w
e
us
e
d
5
point
scal
e.
T
hat
m
eans
we
s
ho
uld
not
inter
pret
e
the
surv
ey
resu
lt
as
i
nd
ic
a
te
d
in
nu
m
ber
s
.
Ra
ther
,
gam
ers
m
ay
no
t
fin
d
bette
r
it
erf
aces i
n
f
un
ct
ion
al
it
y y
et
an
d t
hey a
re
no
t
r
e
j
ect
ing cu
rr
e
nt inter
face
unti
l t
hen
.
Table
6.
Functi
on
al
Use
rb
il
it
y Eval
uation R
e
su
lt
(4
po
i
nts L
ie
ker
t scal
e)
Qu
estio
n
n
aire/Poin
ts
4
3
2
1
Po
sitiv
e
Av
g
.
Is pu
rchasin
g
ite
m
s co
n
v
en
ien
t f
ro
m
UI?
7
14
8
1
7
0
.0%
2
.90
Are
f
in
g
er
m
o
v
e
m
en
ts co
n
v
en
ien
t to
u
se sk
ills
?
16
11
1
2
9
0
.0%
3
.37
Sen
se o
f
hit satis
f
a
cto
ry
?
8
15
4
3
7
6
.7%
2
.93
Are
p
la
y
in
g
scree
n
and
m
ap
sep
ar
ate
d
clear
l
y
?
11
14
3
1
8
6
.2%
3
.21
Are
ch
a
racte
r
m
o
v
e
m
en
ts co
n
v
en
ien
t?
12
11
5
2
7
6
.7%
3
.10
Is ene
m
y
t
argetin
g
con
v
en
ien
t
?
11
10
5
4
7
0
.0%
2
.93
Are
in
d
icato
rs
c
lea
rly
vis
ib
le?
9
18
1
2
9
0
.0%
3
.13
Are
Au
d
io
-
v
isu
al r
ep
resentatio
n
and
lay
o
u
t satisf
acto
ry
?
10
16
2
2
8
6
.7%
3
.37
Is charact
er
win
d
o
w con
v
en
ien
t to u
s
e
?
17
10
1
2
9
0
.0%
3
.13
4.
CONCL
US
I
O
N
In
this
pa
per
,
we
a
naly
zed
t
he
us
e
r
i
nterf
ac
e
co
nf
i
gurati
on
an
d
t
he
battl
e
window
dis
play
patte
rns
of
the
fi
fteen(1
5)
m
ob
il
e
RPGs
that
wer
e
s
uc
cessf
ul
in
K
orean
m
ark
et
durin
g
2014
a
nd
2016
(T
op
5
in
eac
h
ye
ar)
.
Sin
ce
RPG
is
the
m
os
t
do
m
inant
gam
e
gen
re
am
on
g
Korea
n
yo
ung
gam
ers,
ei
ther
onli
ne
or
m
ob
il
e
platfo
rm
[1
6],
the
us
abili
ty
evaluati
on
of
it
s
interface
de
sign
f
ro
m
act
ual
ga
m
ers
is
i
m
po
rtant.
Th
us,
we
pefor
m
a
us
e
r
su
r
vey
with
a
set
of
9
quest
i
onna
re
based
on
the
he
ur
ist
ic
f
or
te
sti
ng
t
he
f
un
ct
io
naluty
of
the
us
er
inter
face a
nd contr
ol.
H
ow
e
ve
r,
du
e
to
the
nat
ur
e
of
t
he
m
ob
il
e
dev
ic
e
c
onstr
ai
nts,
the
c
onf
igurat
ion
of
t
he
interface
within
t
he
sam
e
RPG
ha
d
li
tt
le
disc
re
pan
cy
in
us
er
inter
f
ace
as
note
d
in
oth
e
r
ge
nre
gam
es
(p
uzzle
gam
e
[11],
m
anag
e
m
ent
si
m
ulati
on
gam
e
[1
2]).
I
n
functi
onal
us
er
bili
ty
te
st,
su
bject
s
wer
e
posit
ive
in
gen
e
ral
(
ove
r
70%
posit
ivelt
res
ponded
wi
th
3.1
3
ou
t
of
4
po
i
nt
Like
r
t
scal
e)
but
re
la
ti
ve
ly
dissatisf
ie
d
for
t
he
e
nem
y
ta
rg
et
ti
ng
c
ontrol
an
d
it
em
purc
hasin
g
sc
hem
es
du
rin
g
gam
e
play
ing
.
Also
,
s
ubj
ect
s
te
nd
to
res
pond
as
neu
t
ral
if
we
ga
ve
5
point
sc
al
e
te
st.
That
m
eans
eve
n
th
ei
r
posit
ive
re
ponse
s
in
t
he
survey
re
su
lt
s
hould
be
interp
reted
as
weak acc
epta
nc
e from
you
ng
gam
ers.
REFERE
NCE
S
[1]
Saunder
s,
K,
No
vak,
J.
Gam
e
d
e
vel
opm
ent
essen
ti
al
s:
G
ame
int
er
fac
e
d
esign
(2nd
Ed.
)
.
Boston;
D
el
m
ar
Cenga
g
e
Le
arn
ing. 2012.
[2]
Le
e
,
JE,
Kim
,
HS
.
A
Study
on
S
ce
ne
Ch
ange
s
an
d
Space
in
UI
of
Mobile
RP
G
Gam
es,
Design
Conve
rgenc
e
Study
.
2017;
16(1). 1
-
1
4.
[3]
Song,
SK
,
Kim
,
SH
,
Le
e
,
J.
H.
Us
abi
li
t
y
Eva
l
uat
ion
of
Mass
i
vely
Multi
-
Pl
a
yer
Online
Gam
e
Design
and
K
e
y
Design
Fact
ors
,
Journal
of
Kore
an
Design
S
ci
en
ce
.
2006;19(2)
.
195
-
206.
[4]
Korhonen,
H,
Koivisto,
E
.
Playabil
i
ty
h
eurist
ic
s
for
mobil
e
games
.
In
Proc
ee
dings
of
the
8th
conf
e
ren
c
e
on
Hum
an
-
computer
intera
ct
ion
wit
h
m
obil
e
d
evice
s
and
se
rvices.
A
CM.
2006;
9
-
16
.
[5]
Pinel
le,
D,
W
ong,
N,
Stac
h
,
T
.
Heuristic
e
val
ua
ti
on
for
games:
usabili
ty
prin
ciples
for
vi
deo
g
ame
design
.
I
n
Proce
edi
ngs of
t
he
SIG
CHI Confe
ren
c
e
on
Hum
an
Fact
ors
in
Co
m
puti
ng
S
y
stem
s ACM
.
2008;
1
453
-
1462.
[6]
Hung,
CL,
Chou,
JCL,
Ding,
CM.
Enha
nci
ng
m
obil
e
sati
sfac
ti
on
through
integra
t
ion
of
usabil
ity
and
f
low.
Engi
ne
ering
Ma
nageme
nt Re
sea
rch
.
2012;
1(1)
.
44
-
58
.
[7]
Paavi
l
ai
nen
J
.
C
riti
cal
rev
i
ew
on
vi
deo
game
e
valuation
heurist
ic
s
:
social
games
p
erspec
tive
.
In
Pr
oce
ed
ings
of
the
Inte
rna
ti
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