A Methodological Framework for Eye-tracking - Nicolas Mathieu, Ubisoft Paris - #GamesUR London 2016

Subscribers:
2,460
Published on ● Video Link: https://www.youtube.com/watch?v=Yn0Nh2QYx0g



Category:
Vlog
Duration: 47:39
534 views
7


After 2 years developing the use of eye-tracking, Nicolas created a standardized framework to approach focuses for whom biometrics are beneficial. The aim of the talk is to share the scientific background and methods that allow using efficiently gaze data during user tests. Indeed, although eye-tracking is used to study attentional brain processing with good success in neurosciences, its use during user tests and in non-optimal laboratory conditions need to be demystified.

What are the methodological pros (and cons) of eye-tracking in user tests? How to build a protocol to understand the user experience regarding the gaze-data and transform it into actionable for the teams? How to interpret gaze data?

By making links between the visual system, attentional processing, eye-tracking and game design, Nicolas will give a neuroscientific background to build eye-tracking protocols efficiently and assess at which step of the information processing the player had an issue. From this point and by using examples, Nicolas will highlight typically actionable obtained with eye-tracking.

Nicholas will present a “checklist” regarding eye-tracking protocols and a model of the player visual system, to interpret data and give actionable recommendations to development teams.

Nicolas Mathieu
Nicolas joined the Ubisoft Editorial User Research Lab as a biometrics project manager two years ago, following a Ph.D. in neurosciences obtained in 2013. He is in charge of developing and leading the use of biometrics in user tests at the Editorial URlab. To deliver actionable for the development team, he is supporting by 5 years in academic research studying the impact of ageing on the visual, attentional and emotional brain processing with electroencephalography. At this date, with his support, 15 user tests protocols have been carried out on specific goals for different kind of games from AAA to smaller projects, for whom the biometrics data brought important insights on the user experience and game design issues.

Videos are owned by the IGDA GURSIG Conference Committee. This content cannot be copied, re-uploaded, edited or used for any purpose beyond educational use. All footage posted with permission from the author.




Other Videos By Games User Research SIG


2017-04-10Accessibility – Your Questions Answered - #GamesUR US Conference 2017
2017-04-10Microtalks - #GamesUR US Conference 2017
2017-04-10SWaGUR – Training the Next Generation of Games User Researchers - #GamesUR US Conference 2017
2017-04-10User Research vs. Data Science - #GamesUR US Conference 2017
2016-11-15Preparing Students to be Game User Researchers - Dr. Kelly Boudreau, Brunel - #GamesUR London 2016
2016-11-15Lessons Learnt in User Research for Indie Studios - Pejman Mirza-Babaei - #GamesUR London 2016
2016-11-15Playtesting in VR: Takeaways - Laura Glibert, Ubisoft Paris - #GamesUR London 2016
2016-11-15Communicating Research To Teams and Stakeholders - Johan Dorell, EA DICE #GamesUR London 2016
2016-11-15Diary Studies To Research Long Term Behaviour - Jochen Peketz, Ubisoft Blue Byte - #GamesUR 2016
2016-11-15Careers: Forging a Career in #GamesUR - Sebastian Long, Player Research - #GamesUR 2016 London
2016-11-15A Methodological Framework for Eye-tracking - Nicolas Mathieu, Ubisoft Paris - #GamesUR London 2016
2016-11-15Designing for Gamers with Deafness - Tom Lorusso, Microsoft - #GamesUR London 2016
2016-10-10What does GUR mean? *Extra credits*
2016-10-10What does GUR mean? Asked by children
2016-10-10What does GUR mean? Asked by a CEO
2016-10-10What does GUR mean? Asked by a game designer
2016-10-10What does GUR mean? Asked by a student
2016-10-10What does GUR mean? Asked by grandparents
2016-03-25Assessment of Responses to Narrative in Games - #GamesUR US Conference 2016
2016-03-25Virtual Reality Open RoundTable - #GamesUR US Conference 2016
2016-03-25Methods in Telemetry and Research at Volition - #GamesUR US Conference 2016



Tags:
games user research
playtesting
accessibility
games accessibility
eye-tracking
player insight
virtual reality
VR
biometrics
psychophysiology
working in games
gamedev
GUR
careers in games
play-testing