The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.
{"title":"Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training","authors":"R. Hebecker, Kolja Bopp","doi":"10.55612/s-5002-056-001","DOIUrl":"https://doi.org/10.55612/s-5002-056-001","url":null,"abstract":"The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45973106","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}
Pub Date : 2023-03-15DOI: 10.55612/s-5002-056-001psi
A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis
{"title":"Hybrid Games and Interaction Design","authors":"A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis","doi":"10.55612/s-5002-056-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-056-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45325749","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}
R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements
This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.
{"title":"Building an augmented reality system for consumption and production of hybrid gaming and storytelling","authors":"R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements","doi":"10.55612/s-5002-056-003","DOIUrl":"https://doi.org/10.55612/s-5002-056-003","url":null,"abstract":"This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43326207","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}
Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido
While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).
{"title":"Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances","authors":"Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido","doi":"10.55612/s-5002-056-004","DOIUrl":"https://doi.org/10.55612/s-5002-056-004","url":null,"abstract":"While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48420443","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}
In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.
{"title":"Gamification of design studio in the context of a user-centered design workshop","authors":"Derya Karadağ","doi":"10.55612/s-5002-056-006","DOIUrl":"https://doi.org/10.55612/s-5002-056-006","url":null,"abstract":"In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45544705","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}
In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.
{"title":"Participatory Design and Critical Media Studies: a Convivial Conversation","authors":"R. Cibin, Tiziano Bonini, Maurizio Teli","doi":"10.55612/s-5002-056-008","DOIUrl":"https://doi.org/10.55612/s-5002-056-008","url":null,"abstract":"In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41367687","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}
Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.
{"title":"Similarity in action with an Embodied Conversational Agent; can synchronous speech yield higher levels of rapport? An exploratory eHealth study","authors":"M. Scholten, S. Kelders, J. V. van Gemert-Pijnen","doi":"10.55612/s-5002-056-007","DOIUrl":"https://doi.org/10.55612/s-5002-056-007","url":null,"abstract":"Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49071657","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}
Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez
This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.
{"title":"Usability Heuristics for Applications in the Context of Resilient Cities","authors":"Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez","doi":"10.55612/s-5002-056-009","DOIUrl":"https://doi.org/10.55612/s-5002-056-009","url":null,"abstract":"This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44851104","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}
Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.
{"title":"Inducing Flow In Board Games Through Augmented Audio","authors":"André Sousa, Eduardo Magalhães, João Jacob","doi":"10.55612/s-5002-056-005","DOIUrl":"https://doi.org/10.55612/s-5002-056-005","url":null,"abstract":"Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71005339","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 article presents a detailed analysis of the influence of age and gender of the respondents (231 teachers and 153 principals), and, as well, of the geographical localization and level of the schools in which they operate, on the effects generated, two years later, by the digital shock undergone by the Italian school ecosystem at the beginning of March 2020 due to the pandemics. An overall positive perception of the introduction and use of technologies is confirmed, although it remains clearly distinct from that of the particularly critical period experienced. Inhomogeneities emerged among geographical areas and school levels. Among them, greater suffering of ICs (primary and middle schools) and, in general, of the schools in the South of Italy regarding infrastructures and connectivity was highlighted. Due to that and to a greater sense of unpreparedness also a greater sense of increased workload has been perceived in such area. In spite of this, and perhaps because of this, a greater enthusiasm by teachers to experiment, together with a more positive perception about the usefulness of technology (particularly in the female gender), was also observed, along with a demand for highly qualified continuous training. A gender gap was observed in the variation of the individual factor related to the teachers’/principals’ wellbeing (lower for males) and in the judgment towards technologies. We detected also a greater difficulty with the teachers’ age to become accustomed to technology, particularly in high schools. The text analysis of the answers given to open-ended questions made it possible to bring out the peculiarities of the technologies that allowed teachers to develop the mentioned positive perception, as well as to highlight the reasons why many technologies are shelved. The activities for which technologies are considered most useful also emerged, as well as future intentions of use and expectations about continuous training. Differences in expectations about the future integration and use of technologies among the respondents teaching at different school levels clearly emerged. Finally, future smart organization of the schools seems deemed necessary by all categories of teachers and principals.
{"title":"The Italian School Ecosystems two years after the pandemic in the perceptions of schools’ principals and teachers – part 2 (a segmented analysis)","authors":"C. Giovannella, L. Cianfriglia, A. Giannelli","doi":"10.55612/s-5002-055-004","DOIUrl":"https://doi.org/10.55612/s-5002-055-004","url":null,"abstract":"This article presents a detailed analysis of the influence of age and gender of the respondents (231 teachers and 153 principals), and, as well, of the geographical localization and level of the schools in which they operate, on the effects generated, two years later, by the digital shock undergone by the Italian school ecosystem at the beginning of March 2020 due to the pandemics. An overall positive perception of the introduction and use of technologies is confirmed, although it remains clearly distinct from that of the particularly critical period experienced. Inhomogeneities emerged among geographical areas and school levels. Among them, greater suffering of ICs (primary and middle schools) and, in general, of the schools in the South of Italy regarding infrastructures and connectivity was highlighted. Due to that and to a greater sense of unpreparedness also a greater sense of increased workload has been perceived in such area. In spite of this, and perhaps because of this, a greater enthusiasm by teachers to experiment, together with a more positive perception about the usefulness of technology (particularly in the female gender), was also observed, along with a demand for highly qualified continuous training. A gender gap was observed in the variation of the individual factor related to the teachers’/principals’ wellbeing (lower for males) and in the judgment towards technologies. We detected also a greater difficulty with the teachers’ age to become accustomed to technology, particularly in high schools. The text analysis of the answers given to open-ended questions made it possible to bring out the peculiarities of the technologies that allowed teachers to develop the mentioned positive perception, as well as to highlight the reasons why many technologies are shelved. The activities for which technologies are considered most useful also emerged, as well as future intentions of use and expectations about continuous training. Differences in expectations about the future integration and use of technologies among the respondents teaching at different school levels clearly emerged. Finally, future smart organization of the schools seems deemed necessary by all categories of teachers and principals.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45357563","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}