Abstract
This chapter aims to offer a user-centered methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria, and metrics to complete the different phases required by a human-centered design process. This aims to understand the context of use, specify the user needs, and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user-based testing), objective metrics (e.g., task success, number of errors), and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion, and presence to be respected. The benefits and contributions of the user-centered framework for the ergonomic design of these Brain-Computer Interface videogames are discussed.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Recommended Reading
B.Z. Allison, C. Neuper, Could anyone use a BCI? in Brain-Computer Interfaces (Springer, London, 2010), pp. 35–54
M. Anastassova, J.-M. Burkhardt, C. Mégard, A. Leservot, User-centred design of mixed reality for vehicle maintenance training: an empirical comparison of two techniques for user needs analysis, in HCI International (2005)
B.S. Badia, H. Samaha, A.G. Morgade, P.F.M.J. Verschure, Exploring the synergies of a hybrid BCI – VR neurorehabilitation system, in International Conference on Virtual Rehabilitation (ICVR) (2011). doi: 10.1109/ICVR.2011.5971813
A. Bandura, Self Efficacy: The Exercise of Control (Freeman, New York, 1997)
S. Blain-Moraes, R. Schaff, K.L. Gruis, J.E. Huggins, P.A. Wren, Barriers to and mediators of brain-computer interface user acceptance: focus group findings. Ergonomics 55, 516–525 (2012). doi:10.1080/00140139.2012.661082
A. Blandford, T.R.G. Green, D. Furniss, S. Makri, Evaluating system utility and conceptual fit using CASSM. Int. J. Hum. Comput. Stud. 66, 393–409 (2008). doi:10.1016/j.ijhcs.2007.11.005
L. Bonnet, F. Lotte, A. Lécuyer, Two brains, one game: design and evaluation of a multi-user BCI video game based on motor imagery, in IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games (IEEE TCIAIG), vol. 5 (2013), pp. 185–198. doi:10.1109/TCIAIG.2012.2237173
J.H. Brockmyer, C.M. Fox, K.A. Curtiss, E. McBroom, K.M. Burkhart, J.N. Pidruzny, The development of the Game Engagement Questionnaire: a measure of engagement in video game-playing. J. Exp. Soc. Psychol. 45, 624–634 (2009). doi:10.1016/j.jesp.2009.02.016
J.-M. Burkhardt, T. Lubart, Creativity in the age of emerging technology: some issues and perspectives in 2010. Creativity Innov. Manag. 19, 160–166 (2010). doi:10.1111/j.1467-8691.2010.00559.x
M. Donnerer, A. Steed, Using a P300 brain-computer interface in an immersive virtual environment. Presence: Teleoperators Virtual Environ. 19, 12–24 (2010). doi:10.1162/pres.19.1.12
J.I. Ekandem, T.A. Davis, I. Alvarez, M.T. James, J.E. Gilbert, Evaluating the ergonomics of BCI devices for research and experimentation. Ergonomics 55, 592–598 (2012). doi:10.1080/00140139.2012.662527
C. Escolano, J. Antelis, J. Minguez, Human brain-teleoperated robot between remote places, in IEEE International Conference on Robotics and Automation (ICRA) (2009), pp. 4430–4437. doi:10.1109/ROBOT.2009.5152639
L. George, A. Lécuyer, An overview of research on “passive” brain-computer interfaces for implicit human-computer interaction, in International Conference on Applied Bionics and Biomechanics (2010)
C. Groenegress, C. Holzner, C. Guger, M. Slater, Effects of p300-based BCI use on reported presence in a virtual environment. Presence: Teleoperators Virtual Environ. 19, 1–11 (2010). doi:10.1162/pres.19.1.1
C. Guger, G. Edlinger, W. Harkam, I. Niedermayer, G. Pfurtscheller, How many people are able to operate an EEG-based brain-computer interface (BCI)? IEEE Trans. Neural Syst. Rehabil. Eng. 11, 145–147 (2003)
H. Gürkök, A. Nijholt, M. Poel, M. Obbink, Evaluating a multi-player brain-computer interface game: challenge versus co-experience. Entertain. Comput. 4, 195–203 (2013). doi:10.1016/j.entcom.2012.11.001
H. Gürkök, B. van de Laar, D. Plass-Oude Bos, M. Poel, A. Nijholt, Players’ opinions on control and playability of a BCI game, in International Conference on Universal Access in Human-Computer Interaction (UAHCI) (2014), pp. 549–560. doi:10.1007/978-3-319-07440-5_50
G. Hakvoort, H. Gürkök, D. Plass-Oude Bos, M. Obbink, M. Poel, Measuring immersion and affect in a brain-computer interface game, in Human-Computer Interaction – INTERACT 2011, ed. by P. Campos, N. Graham, J. Jorge, N. Nunes, P. Palanque, M. Winckler. Lecture Notes in Computer Science (Springer, Berlin/Heidelberg, 2011), pp. 115–128
M. Hassenzahl, The effect of perceived hedonic quality on product appealingness. Int. J. Hum. Comput. Interact. 13, 481–499 (2001). doi:10.1207/S15327590IJHC1304_07
S.I. Hjelm, C. Browall, Brainball – using brain activity for cool competition, in NordiCHI (2000)
E.M. Holz, J. Höhne, P. Staiger-Sälzer, M. Tangermann, A. Kübler, Brain–computer interface controlled gaming: evaluation of usability by severely motor restricted end-users. Artif. Intell. Med. 59, 111–120 (2013). doi:10.1016/j.artmed.2013.08.001
W. IJsselsteijn, W. van den Hoogen, C. Klimmt, Y. de Kort, C. Lindley, K. Mathiak, K. Poels, N. Ravaja, M. Turpeinen, and P. Vorderer. Measuring the experience of digital game enjoyment. In A.J. Spink, M.R. Ballintijn, N.D. Bogers, F. Grieco, L.W.S. Loijens, L.P.J.J. Noldus, G. Smit, and P.H. Zimmerman (Eds.), Proceedings of Measuring Behavior (2008), Maastricht, The Netherland, August 26–29, 2008
I. Iturrate, J.M. Antelis, A. Kübler, J. Minguez, A noninvasive brain-actuated wheelchair based on a P300 neurophysiological protocol and automated navigation. IEEE Trans. Robot. 25, 614–627 (2009). doi:10.1109/TRO.2009.2020347
C. Jeunet, A. Cellard, S. Subramanian, M. Hachet, B. N’Kaoua, F. Lotte, How well can we learn with standard BCI training approaches? A pilot study, in International Brain-Computer Interface Conference (2014)
A. Kübler, E.M. Holz, C. Zickler, T. Kaufmann, A user centred approach for bringing BCI controlled applications to end-users, in Brain-Computer Interface Systems – Recent Progress and Future Prospects, ed. by R. Fazel-Rezai (InTech, Croatia 2013). doi:10.5772/55802
F. Lotte, Y. Renard, A. Lécuyer, Self-paced brain-computer interaction with virtual worlds: a qualitative and quantitative study “out-of-the-lab,” in International Brain-Computer Interface Workshop and Training Course (2008)
F. Lotte, J. Faller, C. Guger, Y. Renard, G. Pfurtscheller, A. Lécuyer, R. Leeb, Combining BCI with virtual reality: towards new applications and improved BCI, in Towards Practical Brain-Computer Interfaces: Bridging the Gap from Research to Real-World Applications, ed. by B.Z. Allison, S. Dunne, R. Leeb, J.R. Millán, A. Nijholt (Springer, Berlin/Heidelberg, 2013). doi:10.1007/978-3-642-29746-5_10
E. Loup-Escande, O. Christmann, Requirements prioritization by end-users and consequences on design of a virtual reality software: an exploratory study, in International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE) (2013), pp. 5–14
E. Loup-Escande, J.-M. Burkhardt, S. Richir, Anticipating and evaluating the usefulness of emerging technologies in ergonomic design: a review of usefulness in design. Le travail Humain 76, 25–55 (2013b). doi:10.3917/th.761.0027
S. Mahlke, M. Minge, M. Thüring, Measuring multiple components of emotions in interactive contexts, in CHI Extended Abstracts on Human Factors in Computing Systems (2006), pp.1061–1066. doi:10.1145/1125451.1125653
C. Mühl, Neurophysiological assessment of affective experience, in Affective Computing and Intelligent Interaction (2009)
G. Müller-Putz, R. Scherer, G. Pfurtscheller, Game-like training to learn single switch operated neuroprosthetic control, in Internationational Conference on Advances in Computer Entertainment Technology (2007)
M. Mulvenna, G. Lightbody, E. Thomson, P.J. McCullagh, M. Ware, S. Martin, Realistic expectations with brain computer interfaces. J. Assist. Technol. 6, 233–245 (2012). doi:10.1108/17549451211285735
F. Nijboer, N. Birbaumer, A. Kubler, The influence of psychological state and motivation on brain-computer interface performance in patients with amyotrophic lateral sclerosis – a longitudinal study. Front. Neurosci. 4 (2010). doi:10.3389/fnins.2010.00055
A. Nijholt, H. Gürkök, Multi-brain games: cooperation and competition, in Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for Inclusion, ed. by C. Stephanidis, M. Antona. Lecture Notes in Computer Science (Springer, Berlin/Heidelberg, 2013), pp. 652–661
D. Plass-Oude Bos, B. Reuderink, B. Laar, H. Gürkök, C. Mühl, M. Poel, A. Nijholt, D. Heylen, Brain-computer interfacing and games, in Brain-Computer Interfaces, Human-Computer Interaction Series, ed. by D.S. Tan, A. Nijholt (Springer, London, 2010), pp. 149–178
D. Plass-Oude Bos, M. Poel, A. Nijholt, A study in user-centered design and evaluation of mental tasks for BCI, in International Conference on Advances in multimedia modeling (2011), pp. 122–134. doi:10.1007/978-3-642-17829-0_12
A.T. Pope, C.L. Stevens, Interpersonal biocybernetics: connecting through social psychophysiology, in ACM International Conference on Multimodal Interaction (2012), pp. 561–566. doi:10.1145/2388676.2388795
P. Rabardel, P. Beguin, Instrument mediated activity: from subject development to anthropocentric design. Theor. Iss. Ergon. Sci. 6, 429–461 (2005). doi:10.1080/14639220500078179
S. Robertson, Requirements trawling: techniques for discovering requirements. Int. J. Hum. Comput. Stud. 55, 405–421 (2001). doi:10.1006/ijhc.2001.0481
M.V. Sanchez-Vives, M. Slater, From presence to consciousness through virtual reality. Nat. Rev. Neurosci. 6(4), 332–339 (2005)
R. Scherer, G. Moitzi, I. Daly, G.R. Muller-Putz, On the use of games for noninvasive EEG-based functional brain mapping. IEEE Trans. Comput. Intell. AI Games 5, 155–163 (2013). doi:10.1109/tciaig.2013.2250287
M. Schreuder, A. Riccio, M. Risetti, S. Dähne, A. Ramsav, J. Williamson, D. Mattia, M. Tangermann, User-centered design in brain–computer interfaces – a case study. Artif. Intell. Med. 59, 71–80 (2013). doi:10.1016/j.artmed.2013.07.005
M. Slater, Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philos. Trans. R. Soc. B 364(1535), 3549–3557 (2009)
E. Thomas, M. Dyson, M. Clerc, An analysis of performance evaluation for motor-imagery based BCI. J. Neural Eng. (2013). doi:10.1088/1741-2560/10/3/031001
G. Valsan, B. Grychtol, H. Lakany, B.A. Conway, The Strathclyde brain computer interface, in IEEE Engineering in Medicine and Biology Society (2009), pp. 606–609. doi:10.1109/IEMBS.2009.5333506
B. Van de Laar, H. Gurkok, D. Plass-Oude Bos, F. Nijboer, A. Nijholt, Perspectives on user experience evaluation of brain-computer interfaces, in Universal Access in Human-Computer Interaction – Users Diversity, ed. by C. Stephanidis. Lecture Notes in Computer Science (Springer, Berlin/Heidelberg, 2011), pp. 600–609
V. Venkatesh, M.G. Morris, G.B. Davis, F.D. Davis, User acceptance of information technology: toward a unified view. MIS Q. 27, 425–478 (2003)
B.G. Witmer, M.J. Singer, Measuring presence in virtual environments: a presence questionnaire. Presence: Teleoperators Virtual Environ. 7, 225–240 (1998). doi:10.1162/105474698565686
J. Wolpaw, N. Birbaumer, D. McFarland, G. Pfurtscheller, T. Vaughan, Brain-computer interfaces for communication and control. Clin. Neurophysiol. 113, 767–791 (2002)
N. Yan, J. Wang, M. Liu, L. Zong, Y. Jiao, J. Yue, Y. Lv, Q. Yang, H. Lan, Z. Liu, Designing a brain-computer interface device for neurofeedback using virtual environments. J. Med. Biol. Eng. 28, 167–172 (2008)
F. Yang, W. Chen, B. Wu, Y. Qi, J. Luo, Y. Su, J. Dai, X. Zheng, An adaptive BCI system for virtual navigation, in International Conference on Information Science and Engineering (ICISE) (2010), pp. 64–68. doi:10.1109/ICISE.2010.5688650
C. Zickler, S. Halder, S.C. Kleih, C. Herbert, A. Kübler, Brain painting: usability testing according to the user-centered design in end users with severe motor paralysis. Artif. Intell. Med. 59, 99–110 (2013). doi:10.1016/j.artmed.2013.08.003
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer Science+Business Media Singapore
About this entry
Cite this entry
Loup-Escande, E., Lotte, F., Loup, G., Lécuyer, A. (2017). User-Centered BCI Videogame Design. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_3
Download citation
DOI: https://doi.org/10.1007/978-981-4560-50-4_3
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-4560-49-8
Online ISBN: 978-981-4560-50-4
eBook Packages: EngineeringReference Module Computer Science and Engineering