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The objective of this study was to evaluate the usability of user interfaces in selected
computer games by integrating subjective and objective research methods. Four widely recog‐
nized titles were analyzed: Fortnite (battle royale), Genshin Impact (story‐driven action RPG),
Infinity Nikki (adventure game with dress‐up elements), and The Sims 4 (life simulation). These
games were selected based on their global popularity, functional comparability, and diversity
in interface design.
The research employed three methodological tools: the System Usability Scale (SUS) ques‐
tionnaire, a custom‐designed comparative survey, and eye‐tracking analysis. Four commonly
utilized interface components: settings, shop, tutorial, and inventory were examined. The study
involved 20 student participants, whose visual behavior was recorded, followed by a post‐test
questionnaire.
Usability was assessed in terms of users’ efficiency and accuracy in locating specific inter‐
face elements. Objective eye‐tracking metrics (fixation count, gaze path entropy, and stimulus
duration) were analyzed alongside subjective evaluations. The findings revealed both consis‐
tencies and divergences between perceived and actual usability. Fortnite achieved the highest
SUS scores and was most frequently selected in the comparative survey, yet also exhibited
a high number of fixations and extended stimulus durations. Conversely, The Sims 4 received
the lowest subjective ratings and demonstrated elevated scanpath entropy, indicating dis‐
persed visual attention. Participants frequently overestimated their performance, underscoring
the importance of integrating behavioral data with self‐reported assessments in interface
evaluation.
The triangulated methodological approach confirmed that combining behavioural and
declarative data yields a more comprehensive understanding of usability. The results highlight
the critical role of clarity, consistency, and visual organization in the design of game interfaces.
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