3.9HCApr 13
Building a Data Dashboard for Magic: The Gathering: Initial Design ConsiderationsTomás Alves, João Moreira
This paper presents the initial stages of a design study aimed at developing a dashboard to visualize gameplay data of the Commander format from Magic: The Gathering. We conducted a user-task analysis to identify requirements for a data visualization dashboard tailored to the Commander format. Afterwards, we proposed a design for the dashboard leveraging visualizations to address players' needs and pain points for typical data analysis tasks in the context domain. Then, we followed-up with a structured user test to evaluate players' comprehension and preferences of data visualizations. Results show that players prioritize contextually relevant, outcome-driven metrics over peripheral ones, and that canonical charts like heatmaps and line charts support higher comprehension than complex ones such as scatterplots or icicle plots. Our findings also highlight the importance of localized views, user customization, and progressive disclosure, emphasizing that adaptability and contextual relevance are as essential as accuracy in effective dashboard design. Our study contributes practical design guidelines for data visualization in gaming contexts and highlights broader implications for engagement-driven dashboards.
HCAug 30, 2020
Exploring How Personality Models Information Visualization PreferencesTomás Alves, Bárbara Ramalho, Joana Henriques-Calado et al.
Recent research on information visualization has shown how individual differences act as a mediator on how users interact with visualization systems. We focus our exploratory study on whether personality has an effect on user preferences regarding idioms used for hierarchy, evolution over time, and comparison contexts. Specifically, we leverage all personality variables from the Five-Factor Model and the three dimensions from Locus of Control (LoC) with correlation and clustering approaches. The correlation-based method suggested that Neuroticism, Openness to Experience, Agreeableness, several facets from each trait, and the External dimensions from LoC mediate how much individuals prefer certain idioms. In addition, our results from the cluster-based analysis showed that Neuroticism, Extraversion, Conscientiousness, and all dimensions from LoC have an effect on preferences for idioms in hierarchy and evolution contexts. Our results support the incorporation of in-depth personality synergies with InfoVis into the design pipeline of visualization systems.
HCMar 27, 2020
The Influence of Reward on the Social Valence of InteractionsTomás Alves, Samuel Gomes, João Dias et al.
Throughout the years, social norms have been promoted as an informal enforcement mechanism for achieving beneficial collective outcomes. Among the most used methods to foster interactions, framing the context of a situation or setting in-game rules have shown strong results as mediators on how an individual interacts with their peers. Nevertheless, we found that there is a lack of research regarding the use of incentives such as scores to promote social interactions differing in valence. Weighing how incentives influence in-game behavior, we propose the use of rewards to promote interactions varying in valence, i.e. positive or negative, in a two-player scenario. To do so, we defined social valence as a continuous scale with two poles represented by Complicate and Help. Then, we performed user tests where participants where asked to play a game with two reward-based systems to test on whether the scoring system influenced the social interaction valence. The results indicate that the developed reward-based systems were able to foster interactions diverging in social valence scores, providing insights on how factors such as incentives overlap individual's established social norms. These findings empower game developers and designers with a low-cost and effective policy tool that is able to promote in-game behavior changes.
HCMar 21, 2020
Reward-Mediated Individual and Altruistic BehaviorSamuel Gomes, Tomás Alves, João Dias et al.
Recent research has taken particular interest in observing the dynamics between altruistic and individual behavior. This is a commonly approached problem when reasoning about social dilemmas, which have a plethora of real world counterparts in the fields of education, health and economics. Weighing how incentives influence in-game behavior, our study examines individual and altruistic interactions, by analyzing the players' strategies and interaction motives when facing different reward attribution strategies. Consequently, a model for interaction motives is also proposed, with the premise that the motives for interactions can be defined as a continuous space, ranging from self-oriented (associated to self-improvement behaviors) to others-oriented (associated to extreme altruism behaviors) motives. To evaluate the promotion of individual and altruistic behavior, we leverage Message Across, an in-loco two-player videogame with adaptable reward attribution systems. We conducted several user tests (N = 66) to verify to what extent individual and altruistic reward attribution systems led players to vary their strategies and motives orientation. Our results indicate that players' strategies and self-reported orientation of interaction motives varied highly significantly upon the deployment of individual and altruistic reward systems, which leads us to believe on the suitability of applying an incentive-based strategy to moderate the emergence of individual and altruistic behavior in games.