This master thesis addresses issues concerning the user experience of playing computer games. It focuses on direct manipulation and hyper structure to see how these two interaction paradigms are utilized in computer games to create the experience of immersion for the user.
The goal of the thesis is to answer the questions of “what creates immersion in computer games with regards to the user interface?” and “how does ‘Knights of the Old Republic’ use direct manipulation an hyper structure to create immersion?”.
The analysis is done by using Jakob Nilesen’s method ‘heuristic evaluation’, an informal usability analysis. Heuristics are worked out by joining Nilesen’s original heuristics with theory about what creates immersion. The analysis is then carried out by applying these heuristics on the computer game ‘Knights of the Old Republic’.
Theory of direct manipulation and hyper structure are then connected to the findings of the analysis, to see how properties of the two are used to create the immersion.
The later discussion is concerned with how I experienced immersion as a player of the game, and how well my own experience connected with the findings of the analysis.