{"id":{"repo_id":"uiuc","oai_identifier":"oai:www.ideals.illinois.edu:2142/98397"},"canonical_url":"https://search.dev.ndltd.org/etd/uiuc/oai:www.ideals.illinois.edu:2142/98397","repository":{"repo_id":"uiuc","name":"University of Illinois - Urbana-Champaign","base_url":"https://www.ideals.illinois.edu/oai-pmh"},"display":{"title":"Designing effective hints systems","abstract":"Hint systems are designed to provide users with assistance with a complicated or difficult task. However, modern-day hint systems are frequently ineffective at assisting users, forcing them to consult external help. One flaw in current systems is that they fail to anticipate user needs as well as accommodate different types of users. In our study, we discovered key factors to designing an effective hint using a notoriously difficult puzzle game as our experimental object. We found that abstract hints are perceived as worse than no hint because they do not provide sufficient help for the player. In contrast, we found that concrete hints are perceived as more helpful, but ultimately that player experience attributes primarily depend on the characteristics of the game. In addition, we give players the choice to pick their own hint and find that it does not significantly alter player experience. We conclude our paper with a discussion on how we can apply these lessons to hints in non-game applications.","abstract_html":"Hint systems are designed to provide users with assistance with a complicated or difficult task. However, modern-day hint systems are frequently ineffective at assisting users, forcing them to consult external help. One flaw in current systems is that they fail to anticipate user needs as well as accommodate different types of users. In our study, we discovered key factors to designing an effective hint using a notoriously difficult puzzle game as our experimental object. We found that abstract hints are perceived as worse than no hint because they do not provide sufficient help for the player. In contrast, we found that concrete hints are perceived as more helpful, but ultimately that player experience attributes primarily depend on the characteristics of the game. In addition, we give players the choice to pick their own hint and find that it does not significantly alter player experience. We conclude our paper with a discussion on how we can apply these lessons to hints in non-game applications.","abstract_has_math":false,"creators":["Wang, Ren-Jay"],"institution":"University of Illinois at Urbana-Champaign","degree_name":"M.S.","degree_level":"Thesis","degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":["Fu, Wai-Tat"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2017,"date_issued":"2017-09-29T17:56:56Z","date_published":"2017-09-29T17:56:56Z","updated_at":"2026-07-22T22:24:35Z","subjects":["Hint systems","Player experience","Player behavior","Video games","Hints","Hint design","Game design"],"languages":["en"],"rights":["Copyright 2017 Ren-Jay Wang"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/2142/98397","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Fu, Wai-Tat"]},{"key":"dc:creator","label":"Author","values":["Wang, Ren-Jay"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2017-09-29T17:56:56Z","2017-07-14","2017-08"]},{"key":"dc:type","label":"Dc Type","values":["text"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.S."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Illinois at Urbana-Champaign"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Hint systems","Player experience","Player behavior","Video games","Hints","Hint design","Game design"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Copyright 2017 Ren-Jay Wang"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/2142/98397"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Hint systems are designed to provide users with assistance with a complicated or difficult task. 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In our study, we discovered key factors to designing an effective hint using a notoriously difficult puzzle game as our experimental object. We found that abstract hints are perceived as worse than no hint because they do not provide sufficient help for the player. In contrast, we found that concrete hints are perceived as more helpful, but ultimately that player experience attributes primarily depend on the characteristics of the game. In addition, we give players the choice to pick their own hint and find that it does not significantly alter player experience. We conclude our paper with a discussion on how we can apply these lessons to hints in non-game applications.","Submission original under an indefinite embargo labeled 'Open Access'. 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