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Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease 以玩家简介为视角,倡导为帕金森病设计富有同情心的治疗游戏
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520520
A. Bayrak, Burkhard Wuensche, S. Reading
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.
治疗游戏旨在利用电子游戏的激励力量来提高治疗依从性,诱导和维持动机,提升情绪,鼓励身体和/或认知活动。商业游戏往往提供吸引人的玩法,但通常不会考虑玩家的康复需求或身体和认知能力。为了克服这一缺陷,许多定制治疗游戏应运而生,这些游戏侧重于康复过程,但往往难以提供足够吸引人的长期游戏体验。在本文中,我们提出了一个新的框架来帮助开发者描述康复游戏的用户,以支持更富有同情心和更有效的设计。该框架是通过系统地回顾现有的帕金森病患者康复治疗游戏的设计和有效性而得出的。尽管如此,我们相信最终的框架也可以应用于其他疾病的治疗游戏。
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引用次数: 0
Co-designing a Technology Probe with Experienced Designers 与经验丰富的设计师共同设计技术探针
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520513
Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour
Technology probes are low-fidelity devices that can be used to understand research participant’s lived experiences, but they are not usually subject to iterative design. There are opportunities in human-computer interaction to develop technology probes through co-design, by including diverse perspectives during probe development. To explore this opportunity, five design researchers with different disciplinary and cultural backgrounds engaged with a technology probe to support daily reflections, discussed new directions in a co-design workshop and developed narratives to negotiate possibilities of the probe. This paper presents observations described by each of the researchers using the probe, and insights from the process we followed. We discuss how the the designers’ postitionalities are reflected in the processes, and how they brought value by shaping narratives of the different roles a technology probe might take. We also discuss how we may use co-design of technology probes as a generative method, highlight the importance of open-endedness in the process, and reflect on lessons learned.
技术探测器是一种低保真度的设备,可以用来了解研究参与者的生活经历,但它们通常不受迭代设计的影响。通过在探针开发过程中包含不同的观点,在人机交互中有机会通过共同设计来开发技术探针。为了探索这个机会,五位具有不同学科和文化背景的设计研究人员参与了一个技术探针,以支持日常反思,在共同设计研讨会上讨论了新的方向,并发展了叙述,以协商探针的可能性。本文介绍了使用探针的每个研究人员所描述的观察结果,以及我们所遵循的过程的见解。我们将讨论设计师的定位如何反映在过程中,以及他们如何通过塑造技术探测器可能扮演的不同角色的叙述来带来价值。我们还讨论了如何将技术探针的共同设计作为一种生成方法,强调了过程中开放性的重要性,并反思了所吸取的教训。
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引用次数: 2
Improving Visual Search Tasks by Bending the Virtual City Twins: A Preliminary Study in Virtual Reality 通过弯曲虚拟城市双胞胎来改进视觉搜索任务:虚拟现实的初步研究
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520528
Chenkai Zhang, Mingze Xi, Matt Adcock
Visually searching for physical entities can be challenging as other entities often block the targets. The rapid advancement of head-mounted displays (HMDs) and cyber-physical mappings in smart cities may offer an alternative solution, where users can quickly locate the target by manipulating the digital representations of their surrounding environments. For example, a user wearing an HMD can reveal the hidden target by “lifting” the cyber world to create a curved virtual map on top of the physical world. This paper presents a virtual reality (VR)-based preliminary study that investigates how such cyber-physical bending interaction affects visual search tasks. A virtual environment is used to emulate a physical world and its virtual twin. The results demonstrate that vertically bending the virtual twin can significantly improve users’ (N = 20) performance in a city infrastructure inspection task (160% faster) and a landmark navigation task (50% faster) in the virtual city environment.
视觉搜索物理实体可能具有挑战性,因为其他实体经常阻挡目标。在智能城市中,头戴式显示器(hmd)和网络物理映射的快速发展可能提供另一种解决方案,用户可以通过操纵周围环境的数字表示来快速定位目标。例如,佩戴头戴式头盔的用户可以通过“提升”网络世界,在物理世界之上创建一个弯曲的虚拟地图,从而揭示隐藏的目标。本文提出了一项基于虚拟现实(VR)的初步研究,探讨了这种网络物理弯曲交互如何影响视觉搜索任务。虚拟环境用于模拟物理世界及其虚拟孪生体。结果表明,垂直弯曲虚拟孪生体可以显著提高用户(N = 20)在虚拟城市环境中的城市基础设施检查任务(速度提高160%)和地标导航任务(速度提高50%)的性能。
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引用次数: 1
“A Helping Hand”: Design and Evaluation of a Reading Assistant Application for Children with Dyslexia “一只援助之手”:阅读障碍儿童阅读辅助应用程序的设计与评价
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3522703
Tushar Gupta, L. Aflatoony, Lynette Leonard
We designed and evaluated Augmenta11y, a cross-platform application that aims to provide ubiquitous reading and learning companionship to children with dyslexia. We developed the application following the Reflective Agile Iterative Design (RAID) framework, a participatory approach involving dyslexic individuals and special educators to provide feedback throughout the prototyping processes. We then conducted a user study with ten children with dyslexia between 10-14 years of age. We employed the think-aloud, post-usability session interview, and questionnaire methods to evaluate the tool's usability and usefulness. Our study revealed the Augmenta11y application's effectiveness in assisting children with dyslexia by providing affordable and accessible reading practices. We offer comprehensive suggestions and guidelines for designing future assisted reading applications. We foresee the opportunity for Augmenta11y to be an accessible, low-cost assistive reading solution for dyslexic children with little to no access to educational specialists or after-school practices/programs. The Augmenta11y application is available on iOS and Android.
我们设计并评估了Augmenta11y,这是一个跨平台的应用程序,旨在为患有阅读障碍的儿童提供无处不在的阅读和学习陪伴。我们遵循反思敏捷迭代设计(RAID)框架开发了应用程序,这是一种参与式方法,涉及阅读障碍患者和特殊教育工作者,在整个原型制作过程中提供反馈。然后,我们对10名10-14岁的阅读障碍儿童进行了一项用户研究。我们采用了大声思考、可用性会议后访谈和问卷调查的方法来评估工具的可用性和有用性。我们的研究揭示了Augmenta11y应用程序通过提供负担得起的和容易获得的阅读练习,在帮助患有阅读障碍的儿童方面的有效性。我们为设计未来的辅助阅读应用程序提供全面的建议和指导。我们预见Augmenta11y有机会成为一种方便、低成本的辅助阅读解决方案,为那些几乎没有机会接触教育专家或课外实践/项目的失读症儿童提供帮助。Augmenta11y应用程序可在iOS和Android上使用。
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引用次数: 2
Transportation and Technology in Rural Denmark: Communities of Mobility 丹麦农村的交通和技术:流动社区
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520498
Maria Kjærup, M. Skov
Rural areas have experienced little attention in HCI research, much less rural areas in high income and developed countries. We investigated how digital technologies have influenced mobility in rural areas, through interviews with 19 people living or frequently traveling in rural areas of the North Region of Denmark. We found that rural mobility was predominantly centered around access to private cars, however it was also characterised by often being multi-modal. We present several ways that technologies played a role in coordinating mobility across public and private transportation modes. We found that communities of mobility existed on different levels; household, neighborhood and local area. We explore the conditions for suitability of Mobility as a Service (MaaS) initiatives in a rural area context, as we discuss two distinct contradictions that emerged from our findings and relate them to research challenges that we see for future development of digital technologies for rural mobility.
农村地区很少受到HCI研究的关注,高收入国家和发达国家的农村地区就更少了。我们调查了数字技术如何影响农村地区的流动性,通过采访19人生活或经常旅行在丹麦北部地区的农村地区。我们发现,农村交通主要以私家车为中心,但它也经常以多式联运为特征。我们提出了技术在协调公共和私人交通方式之间的移动性方面发挥作用的几种方式。我们发现流动社区存在于不同的层次上;家庭、邻里和当地区域。我们探讨了移动即服务(MaaS)计划在农村地区背景下的适用性条件,因为我们讨论了从我们的研究结果中出现的两个截然不同的矛盾,并将它们与我们看到的未来农村移动数字技术发展的研究挑战联系起来。
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引用次数: 1
Design Opportunities to Enhance Children's Engagement with Nature in Bhutan: A Working Field Theory 提高不丹儿童与自然接触的设计机会:一个工作现场理论
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520516
Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer
Bhutan is known to the world for its rich natural biodiversity. However, with urbanization, children living in urban areas are increasingly spending their time indoors. There is potential to understand how children engage with nature and explore the design of suitable technologies to motivate children to be outdoors. We conducted an exploratory study with 11 parents and 12 children (7-8 years old) living in urban Bhutan to understand how children with their family engage with nature. We found that children experience nature physically with adults’ presence and design elements such as fantasy, sensory, curiosity, and game play with friends and siblings can enhance nature engagement. Concurrently, we found that technologies can be disruptive when children are outdoors with their friends. The contribution of this paper is a deeper understanding of how children experience nature, which is visualized through a working field theory, and a discussion of design opportunities to enhance nature interactions.
不丹以其丰富的自然生物多样性而闻名于世。然而,随着城市化,生活在城市地区的儿童在室内的时间越来越多。有可能了解儿童如何与自然接触,并探索设计合适的技术来激励儿童到户外活动。我们对居住在不丹城市的11位父母和12位儿童(7-8岁)进行了一项探索性研究,以了解儿童及其家人如何与自然互动。我们发现,孩子们在成年人的陪伴下体验自然,而幻想、感官、好奇心、与朋友和兄弟姐妹一起玩游戏等设计元素可以增强对自然的参与。与此同时,我们发现,当孩子们和朋友在户外时,科技可能会造成干扰。本文的贡献在于通过工作场理论对儿童如何体验自然进行了更深入的理解,并讨论了增强自然互动的设计机会。
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引用次数: 1
Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts 物质性是否能增强游戏化的意义?将游戏化元素转化为它们的实体对应物
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520500
Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger
Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts.
游戏化已经被证明可以成功地帮助用户达到他们的目标,并增强他们的用户体验。然而,它也因为在非游戏活动中添加任意奖励而受到批评,这通常被认为是毫无意义的。为了解决这个问题,我们调查了物理游戏化,即将虚拟游戏化元素(如积分或排行榜)转化为物理游戏化元素是否会让用户觉得更有意义。基于一项启发式实验室研究(N=12),我们提出了从虚拟到物理游戏化元素的具体转变,并得出了物理游戏化系统的设计建议。接下来,我们将使用这些建议去执行游戏化元素积分和排行榜的原型。在随后的实验室实验中,我们调查了物理游戏化元素的感知,并将我们的原型与虚拟原型进行了比较(N=12)。我们的研究结果表明,人们认为物理游戏化元素比虚拟游戏化元素更有说服力、更有意义。
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引用次数: 1
Digitisation of maintenance work management - a work design perspective: Lessons Learned in an Industry Study 维修工作管理的数字化——工作设计的视角:从行业研究中获得的经验教训
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520526
Caitlin Woods, M. Griffin, M. Hodkiewicz, Tim French
Work design theory provides an understanding of the characteristics of a task or job that makes work meaningful and motivating for individuals. Currently, maintenance technicians in hands-on manual trades roles working in industrial organisations are dealing with the introduction of digital technology to replace or augment their work practices. This paper elicits technicians’ views on potential changes to the nature of their work as a result of this new technology. We report on learnings from two focus groups with qualified technicians prior to the introduction of a tablet-based digital tool to replace paper-based procedures. The potential impact of the technology is framed in terms of six job characteristics: skill variety, task identity, task significance, autonomy, feedback and community. We identify lessons for Human-Computer Interaction (HCI) practitioners relating to how to present these ideas to audiences whose work is grounded in manual skills.
工作设计理论提供了一种对任务或工作特征的理解,使工作对个人有意义和激励。目前,在工业组织中从事手工操作的维修技术人员正在处理数字技术的引入,以取代或增强他们的工作实践。本文引出了技术人员对这项新技术对其工作性质的潜在变化的看法。我们报告了在引入基于平板电脑的数字工具以取代纸质程序之前,由合格技术人员组成的两个焦点小组的学习情况。该技术的潜在影响是根据六个工作特征来定义的:技能多样性、任务身份、任务重要性、自主性、反馈和社区。我们为人机交互(HCI)从业者确定了有关如何将这些想法呈现给以手工技能为基础的受众的经验教训。
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引用次数: 1
The effectiveness of gamified interactive programs relating to online safety for people with intellectual disability 与智障人士在线安全相关的游戏化互动项目的有效性
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520524
Saminda Sundeepa Balasuriya, Laurianne Sitbon, Stewart Koplick, Ya-Wen Chang
People with intellectual disability use the internet for a wide variety of reasons such as entertainment, connecting with other people and looking for information. However, they are at risk of cyberbullying, scams, and exploitation. This case study looks at how people with intellectual disability used a gamified online learning program to understand how to safely navigate the internet. A disability service provider in Australia developed and implemented the program. The research team was asked to evaluate the program. We found that while some participants were able to recall what they learned from previous sessions, most required prompting from carers to complete tasks. The research observations offer some useful guidelines for similar projects moving forward, such as including prompting through animations and scaffolding existing competencies. The need for support means that the involvement of carers in the design of these training software will be essential.
智障人士使用互联网的原因多种多样,比如娱乐、与他人联系以及寻找信息。然而,他们面临着网络欺凌、诈骗和剥削的风险。本案例研究着眼于智障人士如何使用游戏化的在线学习程序来了解如何安全地浏览互联网。澳大利亚的一家残疾人服务机构开发并实施了该计划。研究小组被要求对这个项目进行评估。我们发现,虽然一些参与者能够回忆起他们从以前的课程中学到的东西,但大多数人需要护理人员的提示才能完成任务。研究结果为类似的项目提供了一些有用的指导方针,例如通过动画和脚手架来提示现有的能力。对支持的需要意味着护理人员参与这些培训软件的设计将是必不可少的。
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引用次数: 1
Swipe a Screen or Say the Word: Older Adults’ Preferences for Information-seeking with Touchscreen and Voice-User Interfaces 滑动屏幕或说一句话:老年人在触摸屏和语音用户界面上寻求信息的偏好
Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520512
S. Coghlan, Jenny Waycott, Lei Nui, Kelly E. Caine, B. Stigall
Over a decade ago, the introduction of touchscreens greatly enhanced older adults’ access to information online. Today, voice-user interfaces (VUIs) promise a similar revolution. However, relatively little is known about older adults’ preferences for using touchscreens versus VUIs to access different kinds of information. In this lab and interview study, older adults used both a touchscreen (tablet) and VUI (smart speaker) to search for various types of information requiring different levels of exploration and judgment. Participants found the VUI generally easy and efficient for obtaining simple information, but they critiqued its value for providing more in-depth information. The touchscreen seemed to offer greater control over accessing information that was of sufficient breadth and in preferred forms or presentations, and which participants felt they could trust. Further, the VUI raised interesting concerns about privacy. These findings suggest that older adults have clear preferences and want to be selective in how they access and use online information. When designing for older adults, focusing solely on efficiency and ease-of-use risks creating simplistic solutions that overlook people's preferences for control over information access and use.
十多年前,触摸屏的引入极大地提高了老年人在网上获取信息的能力。今天,语音用户界面(VUIs)预示着一场类似的革命。然而,对于老年人在使用触摸屏和使用ui访问不同类型的信息方面的偏好,我们所知相对较少。在这个实验和访谈研究中,老年人使用触摸屏(平板电脑)和VUI(智能扬声器)来搜索不同类型的信息,需要不同程度的探索和判断。与会者认为,VUI在获取简单信息方面通常是容易和有效的,但他们批评了它在提供更深入的信息方面的价值。触屏似乎提供了更大的控制,以获取足够广度和首选形式或演示的信息,参与者觉得他们可以信任。此外,VUI还引起了人们对隐私的有趣关注。这些发现表明,老年人有明确的偏好,他们希望有选择性地访问和使用在线信息。在为老年人设计时,仅仅关注效率和易用性可能会创造出简单的解决方案,忽视了人们对信息访问和使用控制的偏好。
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引用次数: 3
期刊
Proceedings of the 33rd Australian Conference on Human-Computer Interaction
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