Gamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfaces

dc.authorscopusid59544298700
dc.authorscopusid57682649000
dc.authorscopusid57970337100
dc.authorscopusid57211142765
dc.authorscopusid54891556200
dc.authorscopusid57202331432
dc.authorscopusid57202331432
dc.contributor.authorKudsi, B.
dc.contributor.authorXu, D.
dc.contributor.authorSen, U.
dc.contributor.authorYoshida, K.T.
dc.contributor.authorStroppa, F.
dc.contributor.authorNunez, C.M.
dc.contributor.authorSarac, M.
dc.date.accessioned2025-03-15T20:06:50Z
dc.date.available2025-03-15T20:06:50Z
dc.date.issued2025
dc.departmentKadir Has Universityen_US
dc.department-tempKudsi B., Kadir Has University, Istanbul, 34083, Türkiye; Xu D., Cornell University, Ithaca, 14853, NY, United States; Sen U., Kadir Has University, Istanbul, 34083, Türkiye, University of Massachusetts Amherst, Amherst, 01003, MA, United States; Yoshida K.T., Washington State University, Pullman, 99163, WA, United States, University of California at Los Angeles, Los Angeles, 90095, CA, United States; Stroppa F., Kadir Has University, Istanbul, 34083, Türkiye; Nunez C.M., Cornell University, Ithaca, 14853, NY, United States; Sarac M., Kadir Has University, Istanbul, 34083, Türkiyeen_US
dc.description.abstractHaptics user studies are often restricted to a set, physical location and use methods that do not captivate the user. Applying game design elements can create an entertaining environment and increase user engagement. Using ubiquitous tools, like smartphones, to conduct haptics user studies could allow researchers to access larger participant groups while a gamified approach could facilitate the data collection by making the experiment more enjoyable. To explore this concept, this work presents a gamified version of an existing psychophysical experiment that investigates response time to multisensory cues using a smartphone based on "Whac-A-Mole". We conducted a user study to compare our gamified interface with an existing psychophysical interface with thirteen participants exploring the response time from eighteen combinations of auditory, haptic, and visual stimuli at different levels of intensities and participant preferences for both interfaces. The results demonstrate that the gamified interface successfully captured similar trends in response times and significantly elevated participant enjoyment p < 0.003), but did not result in equivalent response times to the original interface. This work shows the benefits and drawbacks of following a gamification approach when designing haptics user studies and discusses factors and trade-offs to consider when gamifying studies. © 2008-2011 IEEE.en_US
dc.identifier.doi10.1109/TOH.2025.3536885
dc.identifier.issn1939-1412
dc.identifier.scopus2-s2.0-85217006733
dc.identifier.scopusqualityQ2
dc.identifier.urihttps://doi.org/10.1109/TOH.2025.3536885
dc.identifier.urihttps://hdl.handle.net/20.500.12469/7218
dc.identifier.wosqualityQ3
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_US
dc.relation.ispartofIEEE Transactions on Hapticsen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectGamificationen_US
dc.subjectPerceptionen_US
dc.subjectResponse Timeen_US
dc.subjectSmartphoneen_US
dc.subjectUser Studiesen_US
dc.subjectVibrationen_US
dc.titleGamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfacesen_US
dc.typeArticleen_US
dspace.entity.typePublication

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