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Chapter 6. Heuristic Evaluation of Games > 6.6 References - Pg. 88

CHAPTER SIX · HEURISTIC EVALUATION OF GAMES "quick and dirty" approach. In the world of digital game design, speed is absolutely critical. For instance, the lifecycle of the games made by Mobile2Win is sixteen to twenty-five days. With such fast-paced production, the speed of tools like these heu- ristics is extremely valuable. For a complete usability solution, usability heuristics are just one tool among many. Usability should be 8 to 12 percent of any design project (Nielsen & Giluz, 2003), and games are no exception. Other tools are also important in a complete usability solution, such as expert analysis and especially user testing. Usability in games is still a relatively young field, so it's not surprising that there's still room for improvement of the available heuristics for games. There is, presently, no definitive established list of heuristics for games. Instead there are sev- eral strong available lists. The lists that are available are good, but there is still some room for such lists to evolve. For instance, I've just published a study (2007) that tested the effect of quantity of animation on enjoyment, which ended up indicat- ing that quantity of animation should not be included in a list of heuristics. Such empirical studies help to evolve a list of usability heuristics that's relevant to player enjoyment. Perhaps the evolution of heuristics will result in a longer, more specific list. Perhaps such evolution will result in a short list with more general heuristics. Or perhaps we'll end up with continued different lists competing, and being used on somewhat different types of games. It's an exciting new field, but regardless of