This paper presents the design and development of a persuasive game for health aimed at promoting risky sexual behaviour change among African youths called STD Pong. The arcade-style game simulates various sexual risky behaviours that could lead to contracting STDs and HIV and how to avoid them. It engages players in an interactive manner using various persuasive strategies with the aim of imparting knowledge and skills about safe sexual behaviours/practices, how to avoid risky sexual behaviours, and hence motivating desirable behaviour change. The game also uses the addictive concept of the popular ping-pong game and the principles of game-based learning to engage users in the game while persuading them to refrain from risky sexual behaviours/practices.
{"title":"STD Pong: changing risky sexual behaviour in Africa through persuasive games","authors":"Chinenye Ndulue, Rita Orji","doi":"10.1145/3283458.3283463","DOIUrl":"https://doi.org/10.1145/3283458.3283463","url":null,"abstract":"This paper presents the design and development of a persuasive game for health aimed at promoting risky sexual behaviour change among African youths called STD Pong. The arcade-style game simulates various sexual risky behaviours that could lead to contracting STDs and HIV and how to avoid them. It engages players in an interactive manner using various persuasive strategies with the aim of imparting knowledge and skills about safe sexual behaviours/practices, how to avoid risky sexual behaviours, and hence motivating desirable behaviour change. The game also uses the addictive concept of the popular ping-pong game and the principles of game-based learning to engage users in the game while persuading them to refrain from risky sexual behaviours/practices.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123365362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Playful interactive game systems are seen as a new and exciting way to enhance social interactions. Although positive results have been reported from previous interventions, many of these games have focused on limited contexts involving players who are already familiar with each other. Research shows that familial experiences are markedly different from those between strangers, as players have different attitudes and motivations towards interaction. In this workshop we focus on the methods, tools, and mediums involved when designing games that encourage prosocial behavior between strangers. We invite the games research community to critically reflect on the complexities of creating such systems for co-located people. Furthermore, we also invite proposals that illuminate how differences in culture, age, gender, and context may affect the design of playful prosocial artifacts.
{"title":"Designing playful situations for strangers in urban areas","authors":"Mark Mushiba, Holger Heissmeyer","doi":"10.1145/3283458.3283522","DOIUrl":"https://doi.org/10.1145/3283458.3283522","url":null,"abstract":"Playful interactive game systems are seen as a new and exciting way to enhance social interactions. Although positive results have been reported from previous interventions, many of these games have focused on limited contexts involving players who are already familiar with each other. Research shows that familial experiences are markedly different from those between strangers, as players have different attitudes and motivations towards interaction. In this workshop we focus on the methods, tools, and mediums involved when designing games that encourage prosocial behavior between strangers. We invite the games research community to critically reflect on the complexities of creating such systems for co-located people. Furthermore, we also invite proposals that illuminate how differences in culture, age, gender, and context may affect the design of playful prosocial artifacts.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129256911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This research utilizes three of the social influence strategies (social learning, social comparison, and recognition) of the Persuasive System Design (PSD) to design and personalize persuasive system intervention intended to encourage users to adjust their behavior towards waste management and protect their immediate environment. The system takes into consideration, users' privacy while providing them with a personalized persuasive display of their performance report. It offers users opportunities to learn from other users' performances, compares their performance with others, as well as receive recognition for performing a target behavior. This, in turn, motivates users to change/improve their attitude towards waste management and promote a clean environment. More importantly, we show how persuasive systems can be designed to provide a personalized display of individual performances relative to others while preserving users' identities.
{"title":"Persuasion for promoting clean and sustainable environment","authors":"M. Nkwo, Rita Orji, John Ugah","doi":"10.1145/3283458.3283490","DOIUrl":"https://doi.org/10.1145/3283458.3283490","url":null,"abstract":"This research utilizes three of the social influence strategies (social learning, social comparison, and recognition) of the Persuasive System Design (PSD) to design and personalize persuasive system intervention intended to encourage users to adjust their behavior towards waste management and protect their immediate environment. The system takes into consideration, users' privacy while providing them with a personalized persuasive display of their performance report. It offers users opportunities to learn from other users' performances, compares their performance with others, as well as receive recognition for performing a target behavior. This, in turn, motivates users to change/improve their attitude towards waste management and promote a clean environment. More importantly, we show how persuasive systems can be designed to provide a personalized display of individual performances relative to others while preserving users' identities.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130181604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Despite the significant growth and development of e-learning we still do not have a relevant theory specifically stipulated to guide the practice up to date. The design, implementation and delivery of e-learning have been informed by the 20th Century classical theories of learning namely: Behaviorism, Cognitivism and Constructivism. In 2005, we saw the inclusion of the Connectivist theory of learning for the digital era. However, certain lacunae exist in these classical learning theories that need further examination and explanation. This research study therefore seeks to identify the contributions of the classical learning theories to e-learning as well as establish the gaps that exist in these theories in their application to e-learning with a view of extending the connectivist theory into an e-learning theory using the Grounded Theory (GT) Methodology.
{"title":"Formulating an e-learning theory: a grounded theory approach","authors":"R. N. Kibuku, D. Ochieng","doi":"10.1145/3283458.3283492","DOIUrl":"https://doi.org/10.1145/3283458.3283492","url":null,"abstract":"Despite the significant growth and development of e-learning we still do not have a relevant theory specifically stipulated to guide the practice up to date. The design, implementation and delivery of e-learning have been informed by the 20th Century classical theories of learning namely: Behaviorism, Cognitivism and Constructivism. In 2005, we saw the inclusion of the Connectivist theory of learning for the digital era. However, certain lacunae exist in these classical learning theories that need further examination and explanation. This research study therefore seeks to identify the contributions of the classical learning theories to e-learning as well as establish the gaps that exist in these theories in their application to e-learning with a view of extending the connectivist theory into an e-learning theory using the Grounded Theory (GT) Methodology.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130923994","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Advances in technologies such as virtual reality enable innovative concepts to impart knowledge on and open access to classical music for laymen. This paper describes a novel approach for an interactive classical concert experience that allows the user to chose between multiple viewpoints during playback. Some of these viewpoints feature perspectives that are not available during a normal concert, making the application an interesting experience for tourists and new visitors as well as regulars.
{"title":"An interactive classical VR concert featuring multiple views","authors":"Michael Droste, J. Letellier, J. Sieck","doi":"10.1145/3283458.3283501","DOIUrl":"https://doi.org/10.1145/3283458.3283501","url":null,"abstract":"Advances in technologies such as virtual reality enable innovative concepts to impart knowledge on and open access to classical music for laymen. This paper describes a novel approach for an interactive classical concert experience that allows the user to chose between multiple viewpoints during playback. Some of these viewpoints feature perspectives that are not available during a normal concert, making the application an interesting experience for tourists and new visitors as well as regulars.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129007801","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wolfgang Spahn's unique performance "Self-Similarity" relates to Madelbrot's ideas by displaying sonification and visualisation of fractal systems. Analogue computer and analogue neural systems communicate with the self-similarity of Patagonia's nature on both huge and macroscopic scale.
Wolfgang Spahn的独特表演“Self-Similarity”通过展示分形系统的声音化和可视化,与Madelbrot的思想有关。模拟计算机和模拟神经系统在巨大和宏观尺度上与巴塔哥尼亚自然的自相似性进行交流。
{"title":"Self-similarity: a sonification and visualisation of fractal systems","authors":"W. Spahn","doi":"10.1145/3283458.3283527","DOIUrl":"https://doi.org/10.1145/3283458.3283527","url":null,"abstract":"Wolfgang Spahn's unique performance \"Self-Similarity\" relates to Madelbrot's ideas by displaying sonification and visualisation of fractal systems. Analogue computer and analogue neural systems communicate with the self-similarity of Patagonia's nature on both huge and macroscopic scale.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126429219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Persuasive games (PGs) informed by behaviour theories are effective tools for motivating health behaviour. It has been shown that tailoring PGs to the target audience increases their effectiveness. However, most existing studies on how to tailor PGs and gameful systems are focused on people from the Western cultures. There is a paucity of research on how to personalize PGs to the African audience. To advance research in this area, we conducted a large-scale study of 360 game players from Africa to investigate their eating habits and associated determinants of health behaviour to understand how health behaviour relates to their gamer types. We developed models showing the determinants of health behaviour for the seven gamer types identified by BrainHex. Our results show that gamer types play significant roles in the impact of various determinants on the health behaviour of Africans. People high in the achiever gamer type are motivated by perceived susceptibility (what they stand to lose), while daredevils are motivated by perceived benefit (what they stand to gain) from adopting a healthy lifestyle. Self-efficacy emerged as the most effective determinant overall, it influences health behaviour positively for all gamer types. We contribute to Human-Computer Interaction (HCI) research and practice by offering design guidelines for tailoring PGs for health to Africans based on their gamer types.
{"title":"Personalizing health theories in persuasive game interventions to gamer types: an African perspective","authors":"Rita Orji, F. Orji, Kiemute Oyibo, I. A. Ajah","doi":"10.1145/3283458.3283467","DOIUrl":"https://doi.org/10.1145/3283458.3283467","url":null,"abstract":"Persuasive games (PGs) informed by behaviour theories are effective tools for motivating health behaviour. It has been shown that tailoring PGs to the target audience increases their effectiveness. However, most existing studies on how to tailor PGs and gameful systems are focused on people from the Western cultures. There is a paucity of research on how to personalize PGs to the African audience. To advance research in this area, we conducted a large-scale study of 360 game players from Africa to investigate their eating habits and associated determinants of health behaviour to understand how health behaviour relates to their gamer types. We developed models showing the determinants of health behaviour for the seven gamer types identified by BrainHex. Our results show that gamer types play significant roles in the impact of various determinants on the health behaviour of Africans. People high in the achiever gamer type are motivated by perceived susceptibility (what they stand to lose), while daredevils are motivated by perceived benefit (what they stand to gain) from adopting a healthy lifestyle. Self-efficacy emerged as the most effective determinant overall, it influences health behaviour positively for all gamer types. We contribute to Human-Computer Interaction (HCI) research and practice by offering design guidelines for tailoring PGs for health to Africans based on their gamer types.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127859776","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobile health applications can increase access to healthcare in low and middle-income countries, where the penetration of smartphones is rapidly increasing. However, despite a large amount of clinical trials of mobile health applications, there is little proof of beneficial clinical outcomes. Recent studies suggest that one of the reasons is user experience issues. The aim of our work is to improve the user experience of acquiring medical eye images with a smartphone camera. We present EyeGuide, a mobile application that assists people in taking eye images. Possible application areas are the algorithmic detection of diseases and the support of clinicians during tele-medicine examinations.
{"title":"Using smartphones to take eye images for disease diagnosis in developing countries","authors":"Daniel Diethei, Johannes Schöning","doi":"10.1145/3283458.3283521","DOIUrl":"https://doi.org/10.1145/3283458.3283521","url":null,"abstract":"Mobile health applications can increase access to healthcare in low and middle-income countries, where the penetration of smartphones is rapidly increasing. However, despite a large amount of clinical trials of mobile health applications, there is little proof of beneficial clinical outcomes. Recent studies suggest that one of the reasons is user experience issues. The aim of our work is to improve the user experience of acquiring medical eye images with a smartphone camera. We present EyeGuide, a mobile application that assists people in taking eye images. Possible application areas are the algorithmic detection of diseases and the support of clinicians during tele-medicine examinations.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116345674","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This proposal invites participants to playfully explore public areas using a flexible activity called the dérive. We seek to chart new directions for exploratory games as a method for constructive placemaking. The dérive allows for a playful way to elicit multilayered meanings that residents and visitors ascribe to the urban landscape. This has the advantage of furthering discourse on matters of interest to urban planners and civic organisations. We are especially interested in the exploration of African cosmopolitan spaces as platforms of play and the dynamics of player sensibilities within these environments.
{"title":"Dérive","authors":"Mark Mushiba, Holger Heissmeyer","doi":"10.1145/3283458.3283525","DOIUrl":"https://doi.org/10.1145/3283458.3283525","url":null,"abstract":"This proposal invites participants to playfully explore public areas using a flexible activity called the dérive. We seek to chart new directions for exploratory games as a method for constructive placemaking. The dérive allows for a playful way to elicit multilayered meanings that residents and visitors ascribe to the urban landscape. This has the advantage of furthering discourse on matters of interest to urban planners and civic organisations. We are especially interested in the exploration of African cosmopolitan spaces as platforms of play and the dynamics of player sensibilities within these environments.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124855254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Intergenerational playful interactions are seen as a way to foster intergenerational social interaction. These types of interactions have been linked with both cognitive and physical benefits. While previous works have focused on enhancing intergenerational social needs between relatives, non-familial intergenerational needs have scarcely been explored. Especially in urban areas where large non-familial communities are likely to exist, both young and senior residents have been reported to be at risk of social isolation. We present an interactive playful system (SoundPlay) that was developed based on guidelines elicited from preliminary motivational studies for non-familial intergenerational interaction. Through developing moments of prosocial play, we establish a formative step in improving intergenerational relations. Mixed-aged cohorts can have brief encounters that potentially develop into prolonged social relationships. We draw inspiration from socio-psychology, playful persuasive systems and participatory co-design.
{"title":"SoundPlay","authors":"Mark Mushiba","doi":"10.1145/3283458.3283506","DOIUrl":"https://doi.org/10.1145/3283458.3283506","url":null,"abstract":"Intergenerational playful interactions are seen as a way to foster intergenerational social interaction. These types of interactions have been linked with both cognitive and physical benefits. While previous works have focused on enhancing intergenerational social needs between relatives, non-familial intergenerational needs have scarcely been explored. Especially in urban areas where large non-familial communities are likely to exist, both young and senior residents have been reported to be at risk of social isolation. We present an interactive playful system (SoundPlay) that was developed based on guidelines elicited from preliminary motivational studies for non-familial intergenerational interaction. Through developing moments of prosocial play, we establish a formative step in improving intergenerational relations. Mixed-aged cohorts can have brief encounters that potentially develop into prolonged social relationships. We draw inspiration from socio-psychology, playful persuasive systems and participatory co-design.","PeriodicalId":186364,"journal":{"name":"Proceedings of the Second African Conference for Human Computer Interaction: Thriving Communities","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123526864","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}