Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces
Abstract
1. Introduction
2. Materials and Methods
2.1. Apparatus and Game Interface
2.2. Participant Recruitment and Informed Consent
2.3. Physical Setting and Experimental Arrangement
2.4. Procedure and Condition Order
2.5. Questionnaire Source
3. Results
3.1. Questionnaire Results
3.1.1. Scenarios
3.1.2. Results from Questions with Significant Scenario Effects
3.1.3. Results from Questions Without Significant Scenario Effects
3.2. Qualitative Findings from Post-Experiment Interviews
- The F2F-OneS condition promoted the strongest sense of interaction and social presence. Many participants stated that “interaction was most intense when sharing a screen face-to-face” and “physical proximity increased tension and involvement”.
 - The remote condition heightened competitiveness and self-talk. Some noted the following: “I felt more pressure in the remote condition, my desire to win was stronger” and “playing apart led to more self-directed talk”.
 - Attention and strategy were influenced by the interface setup. Participants reported more focus on the opponent’s paddle and ball in both the dual-screen and same-screen conditions, while physical cues (such as seeing the partner’s hands) only affected same-screen play.
 - Verbal communication and emotional expression were shaped by partner closeness and gender pairing. A few mentioned the following: “if the partner is of the opposite sex, I would restrain my words” and “the more intimate, the more freely we talked”.
 - Visual crowding and distraction were mentioned in the same-screen conditions. Some felt that “the screen felt crowded when both hands were present”, especially in same-screen play.
 - With respect to game novelty and strategic discussion, the participants enjoyed sharing strategies, especially in face-to-face settings, but novelty decreased with repeated play.
 
4. Discussion
4.1. Questionnaire Analysis
4.2. Questions Without Significant Scenario Effects
4.3. Interview Findings
4.4. Limitations and Future Possibilities
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Basic Info | Category | n | % | 
|---|---|---|---|
| Gender | Male | 9 | 40.9 | 
| Female | 13 | 59.1 | |
| Age | 18–25 | 13 | 59.1 | 
| 26–30 | 5 | 22.7 | |
| 31–40 | 4 | 18.2 | |
| Pair type | Female–Female | 4 | 36.3 | 
| Female–Male | 5 | 45.5 | |
| Male–Male | 2 | 18.2 | 
| UX | No. | Questionnaire | Mean ± SD (n = 22) | p | Sig. | ||
|---|---|---|---|---|---|---|---|
| F2F-OneS | F2F-DualS | Rmt-DualS | |||||
| Visual Appearance | Q1 | I don’t resist the graphics and images used on this interface. | 4.41 ± 0.67 | 4.09 ± 0.75 | 4.18 ± 0.91 | 0.38 | ns | 
| Q2 | Two people playing together interferes with my visual senses. | 2.41 ± 1.37 | 2.77 ± 1.45 | 2.45 ± 1.10 | 0.66 | ns | |
| Q3 | The screen layout of the two-person interface feels visually crowded. | 2.36 ± 1.26 | 2.50 ± 1.14 | 2.18 ± 0.96 | 0.7 | ns | |
| Durability | Q4 | I consider my gaming experience to be a success. | 4.45 ± 0.51 | 4.18 ± 0.80 | 3.41 ± 1.14 | 0 | ** | 
| Q5 | This gaming experience did not go as I planned. | 2.50 ± 1.22 | 2.95 ± 1.21 | 2.68 ± 1.17 | 0.42 | ns | |
| Q6 | I think it’s more fun to play with friends and family rather than strangers. | 4.14 ± 1.13 | 3.86 ± 1.17 | 3.68 ± 1.09 | 0.36 | ns | |
| Sense of Participation | Q7 | I hope to increase the difficulty of the game. | 4.05 ± 1.00 | 4.18 ± 1.05 | 4.14 ± 0.89 | 0.79 | ns | 
| Q8 | I felt like I was part of this game mission. | 4.45 ± 0.74 | 4.27 ± 0.70 | 4.05 ± 0.90 | 0.26 | ns | |
| Q9 | The gaming experience of two players in this scenario is very interesting. | 4.64 ± 0.58 | 4.18 ± 0.80 | 3.91 ± 1.02 | 0.02 | * | |
| Attention | Q10 | During the experiment, I kept my eyes on the screen. | 4.64 ± 0.66 | 4.59 ± 0.59 | 4.82 ± 0.50 | 0.27 | ns | 
| Q11 | During the experiment, I will pay attention to my opponent’s operations. | 4.50 ± 0.91 | 4.27 ± 0.98 | 4.27 ± 1.08 | 0.71 | ns | |
| Q12 | I focus on my task. | 4.41 ± 0.80 | 4.18 ± 0.96 | 4.41 ± 0.80 | 0.69 | ns | |
| Q13 | In this gaming experience, I let myself go. | 3.59 ± 1.37 | 3.36 ± 1.29 | 3.18 ± 1.30 | 0.49 | ns | |
| Novelty | Q14 | Games can bring me a sense of novelty. | 4.09 ± 1.11 | 3.95 ± 1.05 | 3.27 ± 1.24 | 0.04 | * | 
| Q15 | Opponents bring me novelty. | 4.23 ± 0.81 | 4.14 ± 0.89 | 3.50 ± 1.22 | 0.07 | ns | |
| Q16 | I'm interested in my game. | 4.00 ± 0.98 | 3.86 ± 1.04 | 3.64 ± 1.22 | 0.62 | ns | |
| Q17 | I am interested in my opponents. | 4.14 ± 0.89 | 4.05 ± 0.95 | 3.73 ± 0.94 | 0.29 | ns | |
| Perceived Usability | Q18 | I have difficulty using this interface. | 2.68 ± 1.04 | 3.00 ± 1.11 | 2.91 ± 1.23 | 0.67 | ns | 
| Q19 | During the game, I felt the tension. | 3.82 ± 1.14 | 3.77 ± 1.07 | 3.27 ± 1.16 | 0.14 | ns | |
| Q20 | I feel like I have control over the game. | 3.82 ± 0.85 | 3.86 ± 1.08 | 3.86 ± 1.08 | 0.92 | ns | |
| Q21 | I can’t accomplish some of the things I want to do on this interface. | 2.68 ± 1.09 | 2.95 ± 1.13 | 3.32 ± 0.89 | 0.07 | ns | |
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Zhou, M.; Wang, J.; Kenta, O.; Watanabe, M.; Carlos, C.Q.J. Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces. Electronics 2025, 14, 2806. https://doi.org/10.3390/electronics14142806
Zhou M, Wang J, Kenta O, Watanabe M, Carlos CQJ. Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces. Electronics. 2025; 14(14):2806. https://doi.org/10.3390/electronics14142806
Chicago/Turabian StyleZhou, Mengcai, Jingxuan Wang, Ono Kenta, Makoto Watanabe, and Chacon Quintero Juan Carlos. 2025. "Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces" Electronics 14, no. 14: 2806. https://doi.org/10.3390/electronics14142806
APA StyleZhou, M., Wang, J., Kenta, O., Watanabe, M., & Carlos, C. Q. J. (2025). Designing for Dyads: A Comparative User Experience Study of Remote and Face-to-Face Multi-User Interfaces. Electronics, 14(14), 2806. https://doi.org/10.3390/electronics14142806
        