Method Publication Event People Method Publication Event People
Transcription
Method Publication Event People Method Publication Event People
People Method Event 1943 1911 Frederick Winslow Taylor publishes Principles of Scientific Management which describes time and motion studies and methods for improving industrial efficiency. Alphonse Chapanis, a lieutenant in the U.S. Army, shows that "pilot error" can be greatly reduced through more intuitive layout of airplane cockpits. Publication People 1972 1952 1956 1958 1967 William Hick and Ray Hyman publish Hick's law. A mathematical model that predicts the amount of time it takes for a person to make a decision as a result of the possible choices he or she has. The Focus Group is born. Sociologist Robert Merton, writes a book titled, The Focused Interview. Ernest Dichter, a marketing pioneer, reads Merton’s work and coins the term “focus group” and starts performing them. Willy Higinbotham creates a tennis game on an oscilloscope and analog computer for public demonstration at The Brookhaven National Laboratory. The game console is born. Ralph Baer develops his "Brown Box," the video game prototype that lets users play tennis and other games on the TV. Carol Kantor is hired by Atari and becomes the first Games User Researcher ever. She is hired in their marketing department. Techniques she used include field observation, surveys, focus groups, and telemetry data from “coin drops”. 1980 1982 1986 Ericson and Simon publish" Verbal Reports as Data" formalizes the Think Aloud Method that comes to dominate usability tests. Wanting a more precise estimate of a sample size than 5-6, Jim Lewis publishes the first paper describing how the binomial distribution can be used to model the sample size needed to find usability problems. John Brooke at Digital Equipment Corporation creates the System Usability Scale (SUS) questionnaire. It is now the mostly widely used questionnaire for evaluating perceptions of usability. 1992 1994 1996 Nicole Lazzaro founds XEODesign a consulting agency on many aspects of game development including game User Research. Amy Kanerva and Libby Hanna run the first documented usability studies on a Microsoft game. Inspired by Sony Japan’s game “monitoring” teams, Mark Cerny and his assistants bring in 10 participants at a time and watch them play up to 8 hours of Crash Bandicoot 2 at Sony America. This becomes standard practice at Sony. 1990 SIGCHI is born. At Gaithersburg, Maryland professionals interested in human-computer interaction meet for the first time. Later that year the Association for Computing Machinery forms a subgroup called the Special Interest Group on Computer-Human Interaction. Peter Polson and Clayton Lewis publish several papers on the Cognitive Walkthrough method. Jakob Nielsen and Rolf Molich publish "Heuristic Evaluation of User Interfaces" in which they describe this influential discount usability method. Brenda Laurel is hired at Interval Research and starts doing ethnographic research on 8 to 14 year old girls and gaming. This research eventually leads to her founding of Purple Moon Software in 1996. 1995 1998 1997 Bill Fulton starts doing Games User Research at Microsoft. Later in the year Howard Phillips (of Nintendo) hires Bill to run the playtesting department. Bill reformulates Playtesting to be a rigorous in-house survey methodology for measuring emotions. Usability becomes a standard embodied in ISO 9241 pt 11. 2002 2003 2004 The RITE Method is born. While doing usability work on the tutorial of Age of Empires Michael Medlock documents a method for making systematic changes to a game as issues are found during a usability test. Randy Pagulayan does the first user research and games workshop with the Niesen Norman Group in Chicago and London. Brooke White starts a User Research group at Volition. 1940 1950 1960 1916 1940 1947 1954 1957 Frank and Lillian Gilbreth reduce work motions into smaller steps and pioneer ways of working faster and easier from bricklaying to disassembling weapons in the dark during World War one. Edward Condon designs a computer for the Westinghouse display at the World’s Fair that plays the traditional game Nim. John Karlin at Bell Labs is named head of the newly-formed Human Factors department where he would help perfect the modern numeric dialing system and keypad still in use today. Paul Fitts publishes Fitt’s Law. A mathematical model that predicts the time it takes to move to a target based on its size and distance. The Human Factors Society is formed. 1962 MIT student Steve Russell invents Spacewar, the first computer-based video game. 1970 Marcos Nunes-Ueno and Tom Lorusso run the first usability workshop at GDC. It is the precursor to the User Research Boot Camp series at GDC. 2001 1971 Nolan Bushnell installs Computer Space in the Dutch Goose restaurant and watches people play it. 1980 “Beyond Focus Groups” is presented at GDC by Bill Fulton and Michael Medlock. 1977 Carol hires Colette Weil, Mary Takatsuno (later Mary Fujihara) & Linda Benzler (later Adam). They are the first Gamer User Research team. CHI has a breakout year with games. Kevin Keeker chairs four separate sessions focused on games, bringing papers and demos from around the world. 1990 1981 1983 1988 1991 1993 User Research comes to Nintendo. While placing Donkey Kong arcade units in stores Howard Phillips starts watching people play, and passes this information on. Nintendo gives Howard a full time job assessing games. Howard grows this department over the years and later starts Nintendo Power magazine. The book “Psychology of Human Computer Interaction” is published by researchers at Carnegie Mellon and Xerox Park. This seminal book explains GOMS and Keystroke Level Modeling. The first Games Developers Conference is held, organized by Chris Crawford in his San Jose, California area living room. The Usability Professionals Association is born. A group of CHI attendees including Janice James and Ginny Redish start the usability special interest group in the Society of Technical Communications. Usability Engineering by Jakob Nielsen is published. Don Norman publishes the Design of Everyday Things. Ray Kowalewski starts a Games User Research group at THQ. 2009 2007 2008 XEODesign does first player testing at of an iPhone game at iPhoneDevCamp 2007. David Tisserand starts a User Research group at Sony Europe. Nicole Lazzaro publishes "the FourKeys to Fun”, a set of heuristics for games. Jakob Nielsen publishes the first bi-weekly column on usability on useit.com. Ubisoft’s marketing group starts performing tests like the kind that Mark Cerny had been doing at Sony. 1910 2005 Bill Fulton puts together the first Games User Research Special Interest Group Round Table. This is the start of the Games User Research SIG. Lowell Vaughen starts a Games User Research group at Monolith…and then leaves and starts one at Warner Brothers games later in the year. Ray Kowalewski starts a Games User Research group at Activision. Event 2010 The Sony Europe team grows to 5 members. 2011 2013 Paul Newton takes over EA’s GameOps and changes it to User Experience Testing Labs and starts hiring trained User Researchers The book “Game Analytics: Maximizing the Value of Player Data” by Magy Seif El-Nasr, Anders Drachen and Alessandro Canossa is published. Mike Ambinder presents “Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience” at GDC Celia Hodent and Lowell Vaughn start a User Research group at Epic Games to run a UR group. Brooke White starts a Games User Research group at Disney Interactive for Social and mobile. Jason Yow starts a Games User Research group at Disney Core The book “Game Usability: Advancing the Player Experience” is published by Katherine Isbister and Noah Schaffer with contributions from many practitioners and academics on games user research. The Ubisoft extended Games User Research group becomes the largest in the industry at 62 full time employees. Kyle Drexel starts a Games User Research group at Wargaming. At UPA in Munich, for the first time Game User Research managers from Microsoft, Sony, Square/Crystal Dynamix, and THQ are on the same panel. 2000 1996 Brenda Laurel founds Purple Moon based on her previous field research work on girls and gaming. 1997 2000 2002 2002 2003 Michael Medlock, Kevin Keeker and Ramon Romero join Bill Fulton later in 1997. Microsoft now has a Games User Research team. With the Xbox coming, the Microsoft Games User research team grows from 4 people to 13 people. Sony America builds a set of dedicated research labs. Melissa Federoff publishes “Usability Guidelines for the Creation and Evaluation of Fun in Video Games”. The first documented set of game usability heuristics. “User-Centered Design In Games” by Randy Pagulayan, Kevin Keeker, Dennis Wixon, Ramon Romero, and Thomas Fuller is published in The Human-Computer Interaction Handbook. Keith Steury and Bill Fulton present “Beyond Psychological Theory: Getting Data that Improves Games” at GDC. This is the first public documentation of the work of a Games User Research group at GDC. User Researcher Bruce Phillips works with in game telemetry to record participant behavior in conjunction with in house surveys (participant emotions and perceptions) to improve the game Voodoo Vince. 2004 While working in the Electronic Arts Marketing department, Rich Ridlin starts doing usability work on Godfather and Tiger Woods. Heather Desurvire presents “Using Heuristics to Evaluate the Playability of Games” at CHI. .Ramon Romero starts running 2010 2006 Rich Ridlin starts a User Research group at EA in Redwood Shores. 2007 2008 2009 Games User Research enters mainstream consciousness. Randy Pagulayan’s work on Halo 3 makes the front cover of Wired. Halo 3 work by Randy and John Hopson is also featured on NPR. At Microsoft Bruce Phillips, Jun Kim , Eric Schuh and Dan Gunn start using telemetry data from participants to 1) trigger attitudinal questions (e.g. after a death event) and 2) automatically tag the event with video. This is documented in the paper “Tracking real-time user experience (TRUE).” Rob Aseron starts a Games User Research group at Zynga. Kevin Keeker joins him. Mike Ambinder presents “Valve's Approach to Playtesting” at GDC. John Hopson publishes “We're Not Listening: An Open Letter to Academic Game Researchers”. .Mike Ambinder starts a Games User extended rigorous 6-8 hour surveys on emotion/perception for released games like Halo, Project Gotham Racing and Munch’s Odyssey. Research group at Valve. Janus Sorensen starts a User Research group at IO Interactive (part of Edios & Crystal Dynamics). Publication John Hopson starts a Games User Research group at Bungie Graham McAllister starts Vertical Slice, a user research consultancy focusing on games. GameOps is started at EA Canada as a dedicated playtesting operation with a mostly QA thrust. Method Microsoft GUR builds a huge revision to their labs. It includes: 57 survey stations, 7 “pods” for testing motion games at scale, and 3 living room labs. 2010 The first official IGDA Games User Research SIG happens. There are about 40 attendees. 2012 University of Southern California names Dennis Wixon as a Microsoft Endowed Professor. Done in close partnership with Tracy Fullerton and Randy Pagulayan. 2014 CHI Play conference starts.