A Discussion on Time Optimization for Games in Mobile Computing
Simon T. Perrault · 2016
Interactive systems are usually evaluated in terms of both accuracy and speed. This trade-off between speed and accuracy, in which the user tries to maximize both quantities, has been extensively studied in psychology[4] and HCI. Instead of such a max-max tradeoff, one can also see the problem as a min-min tradeoff between time and error. Time, e.g. reaction or execution time, is often seen as a quantity that should tend towards zero. However, the notion of "time" is quite broad and not every time measurement should be a quantity to nullify or minimize. In this paper, I will discuss different definitions of time and highlight a global time trade-off in which some quantities should be minimized and other maximized in order to improve the engagement time of users in a game.