Evaluating the usability of gamified spatial release from masking tasks using the Portable Automated Rapid Testing app

This research presents initial findings from an ongoing study assessing the usability of gamified Spatial Release from Masking (SRM) tasks using the Portable Automated Rapid Testing (PART) app on an iPad. Evaluating usability data is crucial for optimizing task design, ensuring accessibility, and improving user engagement across diverse populations. The SRM tasks used target and masker sentences from the Coordinate Response Measure (CRM) speech database (Bolia et al., 2000). Participants completed two gamified SRM tasks and one non-gamified version in randomized order. After each task, participants rated usability through five survey questions on a 5-point Likert scale (e.g., “Please rate your willingness to perform this task again: Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree”). Performance on each SRM task was also compared to usability feedback collected via a 6-question survey administered after all tasks (e.g., “Which of the three tasks did you find most challenging?”). Demographic factors, including age, hearing level, and history of Traumatic Brain Injury (TBI), were analyzed in relation to SRM performance. Overall, usability scores were high, suggesting that gamification is a viable direction for psychoacoustical tests of SRM. Interactions with demographic variables will be discussed.

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Publication Details

Journal
The Journal of the Acoustical Society of America
Published
2025-04-01
DOI
https://doi.org/10.1121/10.0037586
Primary Topic
Augmented Reality Applications
Type
article
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article

Evaluating the usability of gamified spatial release from masking tasks using the Portable Automated Rapid Testing app

Aaron R. Seitz, Tess K. Koerner, Lauren Charney, Karen García et al.
The Journal of the Acoustical Society of America
Augmented Reality Applications
article

Evaluating the usability of gamified spatial release from masking tasks using the Portable Automated Rapid Testing app

Aaron R. Seitz, Tess K. Koerner, Lauren Charney, Karen García, Frederick J. Gallun, Nicole Dean, Conner Corbett, Chris Stecker
article en

Abstract

This research presents initial findings from an ongoing study assessing the usability of gamified Spatial Release from Masking (SRM) tasks using the Portable Automated Rapid Testing (PART) app on an iPad. Evaluating usability data is crucial for optimizing task design, ensuring accessibility, and improving user engagement across diverse populations. The SRM tasks used target and masker sentences from the Coordinate Response Measure (CRM) speech database (Bolia et al., 2000). Participants completed two gamified SRM tasks and one non-gamified version in randomized order. After each task, participants rated usability through five survey questions on a 5-point Likert scale (e.g., “Please rate your willingness to perform this task again: Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree”). Performance on each SRM task was also compared to usability feedback collected via a 6-question survey administered after all tasks (e.g., “Which of the three tasks did you find most challenging?”). Demographic factors, including age, hearing level, and history of Traumatic Brain Injury (TBI), were analyzed in relation to SRM performance. Overall, usability scores were high, suggesting that gamification is a viable direction for psychoacoustical tests of SRM. Interactions with demographic variables will be discussed.

The Journal of the Acoustical Society of AmericaVol. 157(4_Supplement)
Northeastern University (US), Boys Town (US), Oregon Health & Science University (US)
Openalex Percentile: Top 83%
Augmented Reality Applications
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Evaluating the usability of gamified spatial release from masking tasks using the Portable Automated Rapid Testing app — Aaron R. Seitz, Tess K. Koerner, et al. · The Journal of the Acoustical Society of America (2025) | TGRS Research Map | TGRS