Background. Several HCI researchers have started to use game design elements in their research to create playful methods for involving end-users in design. Similar to serious games, such research games serve a dual purpose: 1) to create an enjoyable experience for research participants, and 2) to collect user insights to inform the design process. Aim. We propose that the Serious Game Design Assessment (SGDA) Framework, that evaluates both a game's enjoyable purposes and its serious purposes, may be a valuable tool in assessing and developing research games. In this article, we apply the SGDA Framework to three existing research games, one involving train passengers in assessing potential future user experiences, one involving hospital staff in ideation for wearable technology, and one involving TV viewers in ideation for future video watching scenarios. Conclusion. The assessment of the three research games suggests that the framework is indeed applicable to research games and may, as such, provide HCI researchers with clear guidance when creating new research games.
Children's play objects are increasingly shaped by technological innovations that can transform them into hybrid, internet-connected toys, a phenomenon referred to as the Internet of Toys. Previous research has presented user research on connected toys, but little is known how to approach them from a design perspective. This paper investigates whether and how an animistic design perspective can foster a fruitful exploration of the design potentialities of connected toys. It addresses this question by analysing three design concepts of connected toys that were developed in the course of an R&D project. These included a high-tech bracelet with digital passport, a card game with a customizable 3D-printed figurine, and a robot as a board game play mate. The results show how the design qualities of connected toys can be categorized on a spectrum ranging from a certainty-driven, problem-solving logic to an uncertainty-driven, animistic design perspective. The contribution of this study is a better understanding of how connected toys emerge in a broader ecology of children, toys, and data that all act upon each other. By embracing the uncertainty in this complex and fluid network of subjects and objects, the animistic design perspective allows to explore a broad set of design opportunities relevant in the realm of the Internet of Toys.
The idea of using game elements outside of the domains of game and play is not new. Similar to the approach of participatory design games, more and more HCI researchers are adopting game design elements in their research methods, e.g. to create a safe and comfortable setting for their participants, to improve group dynamics during research, or to stimulate future thinking. This workshop aims to further experiment with using game design elements to improve HCI research, and to explore how such elements can become part of the different phases of design.
Since 2016, hobby metal-detecting is legal in Flanders (Belgium), although it was unofficially tolerated for many years before. However, research on metal-detected artefacts in Flanders is hindered by a low reporting rate. The MEDEA project aims to address this by encouraging detectorists to record their finds on an online platform. Finds experts are invited to enrich records with further information and thus instigate a rewarding feedback cycle. This paper discusses MEDEA's 'Human-Centred Design' development process and the design choices underpinning the platform. MEDEA may be seen as an example of 'Open Archaeology' and related trends in digital humanities.
In this paper, the authors investigate the role of and relationship between creative production practices (e.g. problem-solving and self-evaluation) and cooperative learning mechanisms (e.g. building trust and group processing) in a case of game co-design. 21 Belgian school children created game concepts together with a game designer, their teacher, and co-design facilitators. During a project week at school, participants moved from idea generation to presenting game concepts through collaboratively created prototypes. This case study, combining observation and survey methods, reveals that self-evaluation and openness to sharing ideas emerged spontaneously, but the critical analysis of digital games and crediting existing work require support. Moreover, as creative choices become part of group deliberation, progress in the creative production process critically depends on group functioning. The authors conclude that by grounding co-design in theory on cooperative learning and media literacy, co-design activities may be better understood and new avenues for supporting co-creators can be identified.
Supporting young children's play in the digital world is a challenging endeavor. Little is known, however, about the parental beliefs and mediation practices regarding children's facilitated play in hybrid (mixed digital/physical) environments and how one can account for this through design. Following a Value Sensitive Design approach, we performed: 1) a conceptual literature investigation, 2) an empirical survey with 1398 parents of child(ren) aged 4-6 years, and 3) a technical investigation on online customer reviews of hybrid playful products for children. Our findings reveal the role of parents' mediation and beliefs in shaping young children's play. We provide designers with guidance to be accountable of the way design properties can foster parental play beliefs and support adult-child interaction. We conclude that young children's facilitated play in hybrid environments is shaped by both the social context in which it is enacted and the affordances provided through design.
Second screen (2nd screen) applications are among the latest of the TV-industry’s innovations to retain the TV-viewer’s attention in a challenging multi-screen environment. These applications can be regarded as an extension of TV-content consumed on a TV-set towards lightweight portable devices such as tablets. Despite the numerous commercial instances available internationally and the existing literature on the topic from a technical perspective remains the audience side of this phenomenon underexposed. Moreover, in the case of Flanders, 2nd screen applications are thus far rather marginally commercially implemented. In this research, we aim to elicit what TV-viewers anticipations are regarding 2nd screen functionalities. By applying means-end theory and a laddering approach we were able to discern how these anticipations subsequently relate to the TV-show itself, the consequences for the viewing experience, as well as how 2nd screen is expected to fit within the viewer’s everyday life.
Digital games are increasingly used in initiatives promoting personal empowerment and social inclusion (PESI) of disadvantaged groups. There is a lack of knowledge regarding best practices however. The literature on game-based learning insufficiently addresses the process and context of intervention and the diversity of contexts and intermediaries involved. This paper addresses this knowledge gap based on literature review, case studies, and expert consultation. The seven cases studied represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case’s strengths and weaknesses, allowing for a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated in two expert workshops. Results show that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability in the given use context. The particular needs of the target group and those that help implement the digital game intervention often require a case-specific approach. Projects benefit from involvement of intermediaries and target groups contributing to the game design. Furthermore, there is a need for interdisciplinary research to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organizations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counselors involved in the implementation of a game-based approach should be supported through documentation, training and structural support.
This study explores how participants in an immersive theatrical performance perceive their role in the virtual environment (VE) and the effects of this perception on how they experience the performance as a whole. Using a quasi-experimental 2 × 2 design, narrative and task-based search was manipulated to explore the effects on spatial presence, social presence, identification and enjoyment. Results show that the effect of spatial presence on enjoyment of the performance is entirely mediated by identification with the role of the self in the VE. This could have interesting consequences for the experience of more narrative VE’s and suggests that the role of identification is something to explore further in future presence research.
Ontology engineering methodologies tend to emphasize the role of the knowledge engineer or require a very active role of domain experts. In this paper, a participatory ontology engineering method is described that holds the middle ground between these two 'extremes'. After thorough ethnographic research, an interdisciplinary group of domain experts closely interacted with ontology engineers and social scientists in a series of workshops. Once a preliminary ontology was developed, a dynamic care request system was built using the ontology. Additional workshops were organized involving a broader group of domain experts to ensure the applicability of the ontology across continuous care settings. The proposed method successfully actively engaged domain experts in constructing the ontology, without overburdening them. Its applicability is illustrated by presenting the co-created continuous care ontology. The lessons learned during the design and execution of the approach are also presented.
Pervasive health systems aim to support society with the many challenges our healthcare system is facing today.
Digital games are being increasingly used in initiatives to promote personal empowerment and social inclusion (PESI) of disadvantaged groups through learning and participation. There is a lack of knowledge regarding best practices, however. The literature on game-based learning insufficiently addresses the process and context of game-based practice and the diversity of contexts and intermediaries involved in PESI work. This paper takes an important step in addressing this knowledge gap using literature review, case studies, and expert consultation. Based on our findings, we formulate a set of best practices for different stakeholders who wish to set up a project using digital games for PESI. The seven cases in point are projects that represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case’s strengths and weaknesses, allowing a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated through discussion at two expert workshops. Our study shows that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability for the given use context. The particular needs of the target group and those that help implement the digital game require a highly specific approach. Projects benefit from letting both intermediaries and target groups contribute to the game design and use context. Furthermore, there is a need for multi-dimensional support to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organiszations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counsellors involved in the implementation of a game-based approach, in turn can be helped through documentation and training, in combination with structural support.
Announced as an immersive technology stereoscopic 3D (S-3D) is actively implemented in consumer electronics. S-3D is capable of producing a sense of presence for the viewers, yet bottlenecks such as visual discomfort still exist. This research investigates the experiences of presence and visual comfort when watching S-3D content in the home, hereby focusing on both user characteristics and environmental factors, in particular light circumstances. This was researched using a mixed method design, involving in-depth interviews, diary study, quantitative survey as well as three subjective tests. Sensations of presence as well as the S-3D visualizations in itself can motivate viewers to watch S-3D. Moreover, there is a clear trade off between these positive sensations and discomforts derived from the nature of S-3D and the S-3D glasses. In addition, both visual comfort and presence are significantly influenced by the given light circumstances.
This report addresses the potential of digital games to support social inclusion and empowerment (DGEI). It is based on a range of theoretical and empirical data, brought together for the first time in this and associated reports. The aim of the report, commissioned by DG CNECT, is to provide a better understanding of the industrial, market, social opportunities and limitations of digital games for empowerment and as a tool for socio-economic inclusion of people at risk of exclusion (such as youth at risk, migrants, elderly people, the unemployed, and the low-educated). A review of the literature, 12 original short case studies, workshops, and contributions from experts and stakeholders were used to identify both opportunities and challenges for deployment of digital games and gaming in fields such as wellness and aging, education and employability of poor learners, improved quality of training and skill development in industry, and civic participation. It concludes that there is sufficient evidence and activity to foresee positive impacts in terms of social inclusion, public service improvement, and employment and growth, but significant activity is still required in research, innovation, and especially in practice, before clear conclusions on large scale impact could be drawn. The report finishes by suggesting a range of actions related to the video game and 'serious game and gamification'' industry, research, skills, and application sectors that could be taken by stakeholders and policy makers in order to exploit the opportunities of DGEI.
Since developing assistive technology in multidisciplinary teams can be a challenge, we propose a procedure to bring all actors in the project together using a user centered approach. This procedure starts with writing a use case of the envisioned assistive technology. Next, it continues using a questionnaire to make expectations of all partners explicit. During a multidisciplinary meeting, the survey and the use case together serve as a basis to come to a hypothetical scenario describing current and future practices. The final step is to test the extent to which the assumptions in the hypothetical scenario hold. By interviewing relevant users, the hypothetical scenario will then iteratively evolve to a current practice scenario. The case of the Fallrisk project is used in this paper to illustrate the envisioned procedure and lessons drawn from applying this procedure.
Omnidirectional video (ODV) is a type of video that presents viewers with a new type of interactivity. It enables people to look around in a 360° view of the recorded dynamic scene as if they are controlling the camera themselves. ODV presents opportunities for new interactive television formats. The development of such new formats, however, is accompanied by challenges in terms of user experience and technical and creative development. In this article, we discuss issues and opportunities tied to televising ODV from a user perspective. These findings are the result of a human-centred design study. In this study, we introduced 20 potential users to ODV, as this was new to them. We gathered their feedback on the demonstration, and then encouraged them to envision suitable ODV-based enhancements of television genres. This article offers a discussion of both the methodology (including a form of laddering) applied in the study and the user research findings. We found that people see an added value in ODV under certain conditions (e.g. enabling exploration), but that there are also a number of bottlenecks such as the concern to miss key parts of a television programme while looking around.