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

dc.authorscopusid 59544298700
dc.authorscopusid 57682649000
dc.authorscopusid 57970337100
dc.authorscopusid 57211142765
dc.authorscopusid 54891556200
dc.authorscopusid 57202331432
dc.authorscopusid 57202331432
dc.contributor.author Stroppa, Fabıo
dc.contributor.author Xu, D.
dc.contributor.author Sen, U.
dc.contributor.author Yoshida, K.T.
dc.contributor.author Stroppa, F.
dc.contributor.author Nunez, C.M.
dc.contributor.author Sarac, M.
dc.contributor.other Computer Engineering
dc.date.accessioned 2025-03-15T20:06:50Z
dc.date.available 2025-03-15T20:06:50Z
dc.date.issued 2025
dc.department Kadir Has University en_US
dc.department-temp Kudsi 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, Türkiye en_US
dc.description.abstract Haptics 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.doi 10.1109/TOH.2025.3536885
dc.identifier.issn 1939-1412
dc.identifier.scopus 2-s2.0-85217006733
dc.identifier.scopusquality Q2
dc.identifier.uri https://doi.org/10.1109/TOH.2025.3536885
dc.identifier.uri https://hdl.handle.net/20.500.12469/7218
dc.identifier.wosquality Q3
dc.language.iso en en_US
dc.publisher Institute of Electrical and Electronics Engineers Inc. en_US
dc.relation.ispartof IEEE Transactions on Haptics en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 0
dc.subject Gamification en_US
dc.subject Perception en_US
dc.subject Response Time en_US
dc.subject Smartphone en_US
dc.subject User Studies en_US
dc.subject Vibration en_US
dc.title Gamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfaces en_US
dc.type Article en_US
dspace.entity.type Publication
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