Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk
Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.
{"title":"Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality","authors":"Patrick Aggergaard Olin, Ahmad Mohammad Issa, Tiare M. Feuchtner, Kaj Grønbæk","doi":"10.1145/3441000.3441070","DOIUrl":"https://doi.org/10.1145/3441000.3441070","url":null,"abstract":"Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134111528","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}
Christoph Wimmer, Alex Untertrifaller, T. Grechenig
Sketches are an integral part of designing user interfaces and despite advances in design tools, many user interface designers still rely on pen and paper when creating these sketches because of their reliability, familiarity and ease of use. Rough sketches are well suited for quick ideation and experimentation, but are typically lacking in detail, resulting in limited readability and clarity when presented to others. In this paper we present the SketchingInterfaces tool, which uses machine learning to translate hand-drawn UI sketches into high-fidelity UI mockups in real-time. The goals of this tool are the following: (1) to speed up the design process, (2) to allow rapid iteration on near-final design artifacts, (3) to improve group collaboration and (4) to lower the threshold of required design skills. We present the results of a study evaluating the tool with six participants to demonstrate the viability of the approach.
{"title":"SketchingInterfaces: A Tool for Automatically Generating High-Fidelity User Interface Mockups from Hand-Drawn Sketches","authors":"Christoph Wimmer, Alex Untertrifaller, T. Grechenig","doi":"10.1145/3441000.3441015","DOIUrl":"https://doi.org/10.1145/3441000.3441015","url":null,"abstract":"Sketches are an integral part of designing user interfaces and despite advances in design tools, many user interface designers still rely on pen and paper when creating these sketches because of their reliability, familiarity and ease of use. Rough sketches are well suited for quick ideation and experimentation, but are typically lacking in detail, resulting in limited readability and clarity when presented to others. In this paper we present the SketchingInterfaces tool, which uses machine learning to translate hand-drawn UI sketches into high-fidelity UI mockups in real-time. The goals of this tool are the following: (1) to speed up the design process, (2) to allow rapid iteration on near-final design artifacts, (3) to improve group collaboration and (4) to lower the threshold of required design skills. We present the results of a study evaluating the tool with six participants to demonstrate the viability of the approach.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129599988","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}
Ludwig Trotter, Mike Harding, Peter Shaw, N. Davies, Chris Elsden, Chris Speed, John Vines, A. Abadi, Joshua Hallwright
Recent work has questioned the largely unconditional nature of charitable donations and explored the value of conditional giving with contemporary donors. In this paper, we extend this work by exploring how to operationalise features of conditionality in charitable giving, situated in the context of large international non-governmental organisations (NGOs). Building on prior engagements with international aid organisations, we present design considerations and a conceptual architecture supporting real-time, conditional giving for individual and institutional donations. Our architecture leverages properties of distributed-ledger technologies (DLT) to empower donors to (i) attach conditions to their donation, (ii) store funds in a secure, decentralised escrow and (iii) automatically release funds once conditions are met. Unlike prior work that envisions radical disintermediation and the removal of intermediate NGOs using DLT, our work recognises the expertise of NGOs in tackling complex global problems and instead investigates compelling new way for charities to increase transparency and accountability by introducing dynamic pledge controls.
{"title":"Smart Donations: Event-Driven Conditional Donations Using Smart Contracts On The Blockchain","authors":"Ludwig Trotter, Mike Harding, Peter Shaw, N. Davies, Chris Elsden, Chris Speed, John Vines, A. Abadi, Joshua Hallwright","doi":"10.1145/3441000.3441014","DOIUrl":"https://doi.org/10.1145/3441000.3441014","url":null,"abstract":"Recent work has questioned the largely unconditional nature of charitable donations and explored the value of conditional giving with contemporary donors. In this paper, we extend this work by exploring how to operationalise features of conditionality in charitable giving, situated in the context of large international non-governmental organisations (NGOs). Building on prior engagements with international aid organisations, we present design considerations and a conceptual architecture supporting real-time, conditional giving for individual and institutional donations. Our architecture leverages properties of distributed-ledger technologies (DLT) to empower donors to (i) attach conditions to their donation, (ii) store funds in a secure, decentralised escrow and (iii) automatically release funds once conditions are met. Unlike prior work that envisions radical disintermediation and the removal of intermediate NGOs using DLT, our work recognises the expertise of NGOs in tackling complex global problems and instead investigates compelling new way for charities to increase transparency and accountability by introducing dynamic pledge controls.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128702183","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 paper explores a bottom-up way to speculate towards future smart cities by inviting residents of Copenhagen, Denmark to participate in sensing activities. It illustrates how the idea of “design things” could support bottom-up citizen participation in a smart city. It uses a research through design approach, deploying a wearable air quality sensor to three Copenhageners. By investigating citizens’ perception of the city through this prototype, we illustrate a possible path for engagement in the development of future smart city technologies that offer a greater sense of influence and relevance for residents. Further, citizen participation in sensing activities provides a route to different understandings of smart cities: as a place for people and participation instead of for data and rationalisation.
{"title":"Participatory Sensing in the Speculative Smart City","authors":"Steffen Hviid Trier, Tom Jenkins","doi":"10.1145/3441000.3441079","DOIUrl":"https://doi.org/10.1145/3441000.3441079","url":null,"abstract":"This paper explores a bottom-up way to speculate towards future smart cities by inviting residents of Copenhagen, Denmark to participate in sensing activities. It illustrates how the idea of “design things” could support bottom-up citizen participation in a smart city. It uses a research through design approach, deploying a wearable air quality sensor to three Copenhageners. By investigating citizens’ perception of the city through this prototype, we illustrate a possible path for engagement in the development of future smart city technologies that offer a greater sense of influence and relevance for residents. Further, citizen participation in sensing activities provides a route to different understandings of smart cities: as a place for people and participation instead of for data and rationalisation.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129536814","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}
Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.
{"title":"Relating to the Environment Through Photography: The Smartphone Camera as a Tool in Urban Farming","authors":"A. Rosén, Maria Normark, Mikael Wiberg","doi":"10.1145/3441000.3441026","DOIUrl":"https://doi.org/10.1145/3441000.3441026","url":null,"abstract":"Research on environmental sustainability in HCI is investigating the opportunities and hindrances technologies pose on living sustainably, beyond direct material impact of production, use and disposal. With this background, we focus on the smartphone camera as a tool that allows users to quickly and relatively effortlessly depict, save, share, access, augment or amplify information about the environment. Based on two years of participant observation studies, we present examples of how urban farmers use the smartphone camera as a tool in their practice. We discuss how the smartphone camera mediates human experiences of the environment and how certain uses of the camera may contribute to environmental sustainability. We highlight how the smartphone camera used as a tool in gardening was experienced to support (a) feelings of closeness or bonds towards the local environment and (b) the creation and sharing of knowledge.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124453479","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}
Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott
Virtual Reality (VR) has been increasingly used for enrichment in later life. This review aims to investigate what is currently known about this topic. Following the PRISMA guidelines, fifteen articles were included for in-depth review. The review indicates that this topic is being explored by researchers in multiple disciplines. The VR systems in the studies reviewed ranged from fully immersive to less immersive systems. For most study participants, emotions were positively changed after experiencing VR. Participants enjoyed travel-based applications, social interaction, and reminiscing about things in new and interesting ways with the blending of multisensory experiences. VR experiences were improved when a facilitator mediated discussion about experiences and provided guidance. However, usability issues and discomfort in using the equipment are major concerns of VR. This paper contributes key considerations for the design and implementation of VR to provide enrichment for older adults and opportunities for future work in this area.
{"title":"How older adults respond to the use of Virtual Reality for enrichment: a systematic review","authors":"Kong Saoane Thach, Reeva M. Lederman, Jenny Waycott","doi":"10.1145/3441000.3441003","DOIUrl":"https://doi.org/10.1145/3441000.3441003","url":null,"abstract":"Virtual Reality (VR) has been increasingly used for enrichment in later life. This review aims to investigate what is currently known about this topic. Following the PRISMA guidelines, fifteen articles were included for in-depth review. The review indicates that this topic is being explored by researchers in multiple disciplines. The VR systems in the studies reviewed ranged from fully immersive to less immersive systems. For most study participants, emotions were positively changed after experiencing VR. Participants enjoyed travel-based applications, social interaction, and reminiscing about things in new and interesting ways with the blending of multisensory experiences. VR experiences were improved when a facilitator mediated discussion about experiences and provided guidance. However, usability issues and discomfort in using the equipment are major concerns of VR. This paper contributes key considerations for the design and implementation of VR to provide enrichment for older adults and opportunities for future work in this area.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123395889","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}
Siamak Mirzaei, T. Lewis, Mirella Wyra, B. Wilkinson
While vocabulary learning is one of the challenging tasks of language learning, it is considered indispensable for language mastery. Vocabulary learning presents similar challenges for professionals who need to master new terminology and definitions. The use of technology has been seen to effectively support learners in the vocabulary learning challenges. In this paper, the usability and learnability of a bespoke web app, VLASTWA, is assessed in terms of usability, effectiveness and pedagogical efficacy. VLASTWA was designed and implemented utilizing effective and extensively researched vocabulary learning technique, the keyword method. In this experimental study, participants (n=160, age = 18-60) learned to use the keyword method and employed it in new vocabulary learning (Persian-English) using VLASTWA. VLASTWA experimental web app performed well in a usability study using System Usability Scale with a rating of 91.5%. Results demonstrated the web app as a usable and efficient instrument in acquiring new vocabulary and future research will investigate the inherent use of the designed web app for different population, other languages and sets of words and emerging technologies such as augment reality and virtual reality and electroencephalogram.
{"title":"Usability Testing of VLASTWA: A Vocabulary and Strategy Teaching Web App","authors":"Siamak Mirzaei, T. Lewis, Mirella Wyra, B. Wilkinson","doi":"10.1145/3441000.3441056","DOIUrl":"https://doi.org/10.1145/3441000.3441056","url":null,"abstract":"While vocabulary learning is one of the challenging tasks of language learning, it is considered indispensable for language mastery. Vocabulary learning presents similar challenges for professionals who need to master new terminology and definitions. The use of technology has been seen to effectively support learners in the vocabulary learning challenges. In this paper, the usability and learnability of a bespoke web app, VLASTWA, is assessed in terms of usability, effectiveness and pedagogical efficacy. VLASTWA was designed and implemented utilizing effective and extensively researched vocabulary learning technique, the keyword method. In this experimental study, participants (n=160, age = 18-60) learned to use the keyword method and employed it in new vocabulary learning (Persian-English) using VLASTWA. VLASTWA experimental web app performed well in a usability study using System Usability Scale with a rating of 91.5%. Results demonstrated the web app as a usable and efficient instrument in acquiring new vocabulary and future research will investigate the inherent use of the designed web app for different population, other languages and sets of words and emerging technologies such as augment reality and virtual reality and electroencephalogram.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121613165","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}
Mette Elsborg, Anders Bruun, Rikke Hagensby Jensen
Anxiety patients are often constrained in daily life to an extent where they experience severe difficulties in keeping a job or being with family, hereby leading to a decreased quality of life. Self-reflecting on emotional reactions during daily life activities is a critical part of anxiety treatment, and can lead to increased self-awareness and eventually behavior change to cope with the disorders. mHealth technologies have emerged as a means to improve effectiveness of treatment for mental disorders, yet few studies have utilized real-time data from physiological sensors to support self-reflection on emotions. We conducted a study with two anxiety patients and their psychiatrists to explore their experiences of using GSR sensor data as visual cues to support daily self-reflection on anxiety episodes. We contribute with findings indicating that GSR visualization as part of anxiety treatment can support patients in confirming episodes. Furthermore, we present design considerations for such visualizations.
{"title":"Supporting Anxiety Patients’ Self-Reflection through Visualization of Physiological Data.","authors":"Mette Elsborg, Anders Bruun, Rikke Hagensby Jensen","doi":"10.1145/3441000.3441037","DOIUrl":"https://doi.org/10.1145/3441000.3441037","url":null,"abstract":"Anxiety patients are often constrained in daily life to an extent where they experience severe difficulties in keeping a job or being with family, hereby leading to a decreased quality of life. Self-reflecting on emotional reactions during daily life activities is a critical part of anxiety treatment, and can lead to increased self-awareness and eventually behavior change to cope with the disorders. mHealth technologies have emerged as a means to improve effectiveness of treatment for mental disorders, yet few studies have utilized real-time data from physiological sensors to support self-reflection on emotions. We conducted a study with two anxiety patients and their psychiatrists to explore their experiences of using GSR sensor data as visual cues to support daily self-reflection on anxiety episodes. We contribute with findings indicating that GSR visualization as part of anxiety treatment can support patients in confirming episodes. Furthermore, we present design considerations for such visualizations.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117085561","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}
Romina Carrasco, F. Baker, A. Bukowska, I. Clark, Libby M. Flynn, Kate McMahon, H. Odell-Miller, Karette Stensaeth, J. Tamplin, T. Sousa, Jenny Waycott, T. Wosch
Human-computer interaction researchers have explored how to design technologies to support people with dementia (PwD) and their caregivers, but limited attention has been given to how to facilitate music therapy in dementia care. The use of music to help manage the symptoms of dementia is often guided by a music therapist who adapts the intervention to respond to the changing needs of the person living with dementia. However, as the incidence of dementia increases worldwide, individualised therapy programs are less feasible, making it valuable to consider technology-based approaches. In this paper, we analyze data from case studies of home-based music therapy training interventions with two families. The findings show that embodied interactions supported the therapist in responding to the needs of the PwD and built an empathic environment that empowered the caregivers’ learning. We discuss opportunities and challenges for designing technologies that support family caregivers’ therapy-informed music use in dementia care.
{"title":"Empowering Caregivers of People Living with Dementia to Use Music Therapeutically at Home: Design Opportunities","authors":"Romina Carrasco, F. Baker, A. Bukowska, I. Clark, Libby M. Flynn, Kate McMahon, H. Odell-Miller, Karette Stensaeth, J. Tamplin, T. Sousa, Jenny Waycott, T. Wosch","doi":"10.1145/3441000.3441082","DOIUrl":"https://doi.org/10.1145/3441000.3441082","url":null,"abstract":"Human-computer interaction researchers have explored how to design technologies to support people with dementia (PwD) and their caregivers, but limited attention has been given to how to facilitate music therapy in dementia care. The use of music to help manage the symptoms of dementia is often guided by a music therapist who adapts the intervention to respond to the changing needs of the person living with dementia. However, as the incidence of dementia increases worldwide, individualised therapy programs are less feasible, making it valuable to consider technology-based approaches. In this paper, we analyze data from case studies of home-based music therapy training interventions with two families. The findings show that embodied interactions supported the therapist in responding to the needs of the PwD and built an empathic environment that empowered the caregivers’ learning. We discuss opportunities and challenges for designing technologies that support family caregivers’ therapy-informed music use in dementia care.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121029347","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}
M. Bayley, Stephen Snow, Jason Weigel, N. Horrocks
Today's children are tomorrow's home owners and policymakers. Engaging children with energy literacy can help equip them with the knowledge, skills and environmentally sustainable attitudes needed in later life. This paper discusses the development of a serious game called Power Pets designed to help children understand where energy comes from, how to save energy, and its connection to the environment. In the game, children adopt a digital pet that they care for by feeding it saved energy accumulated during gameplay as they complete energy saving tasks. In one of the few qualitative studies involving children to date, we investigated the potential of Power Pets to increase engagement with energy literacy with a specific age group between the ages of 5 and 9. Our findings suggest Power Pets provided preliminary indications for improvements in children's understanding of energy saving and the link between energy saving and the environment, both at a cognitive and affective level, however usability and the steep developmental curve in this age group are key considerations.
{"title":"Serious Game Design to Promote Energy Literacy Among Younger Children","authors":"M. Bayley, Stephen Snow, Jason Weigel, N. Horrocks","doi":"10.1145/3441000.3441047","DOIUrl":"https://doi.org/10.1145/3441000.3441047","url":null,"abstract":"Today's children are tomorrow's home owners and policymakers. Engaging children with energy literacy can help equip them with the knowledge, skills and environmentally sustainable attitudes needed in later life. This paper discusses the development of a serious game called Power Pets designed to help children understand where energy comes from, how to save energy, and its connection to the environment. In the game, children adopt a digital pet that they care for by feeding it saved energy accumulated during gameplay as they complete energy saving tasks. In one of the few qualitative studies involving children to date, we investigated the potential of Power Pets to increase engagement with energy literacy with a specific age group between the ages of 5 and 9. Our findings suggest Power Pets provided preliminary indications for improvements in children's understanding of energy saving and the link between energy saving and the environment, both at a cognitive and affective level, however usability and the steep developmental curve in this age group are key considerations.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115794126","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}