Serious games aim at providing benefits beyond pure entertainment and are a growing area of research. Furthermore, not only the number of serious games increases but also the range of application areas. Today, serious games address physical cognitive social and psychological needs for a different target audience with multiple devices. Serious games are often classified by benefits or purpose within a specific application area, but classifications focused on different userand game-specific aspects are still rare. In this paper we provide an overview on a selection of serious games for elderly people by extracting and summarizing common categories used to classify games on a general level and especially serious games. Furthermore, a collection of serious games for elderly based on literature research as well as a classification using the summarized categories is presented. By those means, serious games for elderly shall be structured and not sufficiently covered approaches of providing benefits be identified.
Abstract For user-centred design of ICT solutions in the AAL field, an approach combining real household living lab and SmartHome lab seems promising. Based on our experiences within the AAL project FoSIBLE, we propose a mixed-method approach to develop and evaluate a Social TV system from both a bird′s eye and worm′s-eye perspective in regards to user acceptance and rejection. We provide insights into the methodological strategies and analyse the strengths and weaknesses of our proposition to demonstrate how the different methodological approaches can augment each other in the different phases of AAL projects.
Within the AAL-Joint-Programme project FoSIBLE, a Social TV community platform for elderly people, augmented by game technologies and smart furniture, is currently being developed. The platform aims to provide social support for interaction between peers, friends and families. We present first results from our approach of integrating different multi-modal interaction techniques for an integrated Smart TV with Social Community solution.
The Living Lab approach within the multi-year integrated project ECOSPACE focused on community building and active user involvement in the process of developing, introducing and evaluating new collaboration concepts and tools. This article reports about implementing and evaluating our adapted Living Labs framework to facilitate innovation in collaborative work environments to enhance professional communities. The pursued implementation approach is considered as a strategy for innovation, change and adoption. We use a perspective of socio-technical systems to explain the change-catalysing role of our framework and findings.
Engaging end-users and user communities to take an active part in the co-creation, evolution, and appropriation of modern, interactive systems has become an increasingly important issue over the last years. Bringing together existing research and experiences as well as new challenges such as long-term, large-scale, or highly distributed stakeholders has led to the notion of Open Design Spaces (ODS) to frame and reflect current developments of distributed co-design. Several, formerly often separated strands of research covering different aspects of these challenges have emerged and led to a growing community of researchers and practitioners building on concepts such as Participatory Design, Meta-Design, and End-User Development. Building on two successful predecessors on the topic with more than 50 international researchers and practitioners, the workshop at DIS 2010 focuses particularly on social aspects and community co-creation in Open Design Spaces.
The ECOSPACE Integrated Project has developed an advanced collaborative workspace platform for eProfessionals. The technologies, services and collaboration tools have been developed, integrated and validated in various living labs addressing different contexts of eProfessional working. This paper reports about the Living Lab for Professional Communities of Innovation and covers three different user environments where innovative tools, services and practices have been experimented in different experimental settings. The first setting addresses the support of new work and collaboration practices in professional education. The second setting focuses on collaboration among business and research partners in promoting regional innovation. The third setting is about collaborative innovation in virtual communities. In the three settings, different user communities have adopted and experimented different sets of collaboration services. The paper presents the living lab methodology designed to launch, operate and monitor the different innovation and validation settings. Based on a cross-comparison of results and a longitudinal analysis, conclusions are drawn regarding the effectiveness of innovation services and collaborative platform, strategies to involve users and building user communities, and the effectiveness of the living labs methodology.
The living labs approach within ECOSPACE focuses on early user community building and active user involvement in the process of developing, testing and evaluating new collaboration concepts and tools. This paper reports about implementing and evaluating the living labs approach to facilitate innovation in collaborative work environments to enhance professional communities. The living lab approach is considered as a strategy for innovation, change and adoption. The perspective of socio-technical systems is used to understand and explain the change-catalyzing role of the living lab approach.
Groupware systems become more and more functional and complex. Often many features are integrated in a monolithic interface that should fit all needs. A new trend towards portal systems can provide flexible and user-adaptable environments. This paper therefore presents a new approach for the modularization of collaborative systems. We present the requirements analysis, the concept and implementation as well as experiences from a pilot of portal modules that were added to an existing groupware system.
Collaboration support for knowledge-intensive work such as eResearch is still very fragmented and collaboration across organisational and disciplinary boundaries is difficult to achieve. We sketch out a programme of research that will build on existing work in the areas of collaborative work environments and virtual research environments to overcome these problems by focusing on conceptual issues, (design) methodology and technology development.
In diesem Beitrag gehen wir der Frage nach, welche Medien im Rahmen eines Seminars genutzt wer-den und welche kommunikativen Beziehungen aufgebaut bzw. gefordert werden. Dazu stellen wir Ergebnisse einer Befragung zur Mediennutzung von Studierenden vor, die im Rahmen einer Langzeit-studie erhoben wurden. Wir sind davon ausgegangen, dass durch die Nutzung mehrerer Medien in einem Seminar die Vernetzung unter den Teilnehmern steigen wird und neue Teilnehmer einbezogen werden. Die Ergebnisse unserer Untersuchung zeigen aber, dass dies nur zogerlich geschieht. Entschei-dend fur die kommunikative Vernetzung ist der Kontext, innerhalb derer Studierende arbeiten und nicht das Medienangebot.
The position paper reports on our experiences with building an Eclipse based BSCW client called BSCWeasel. The client opens new opportunities for using the BSCW system, which was developed as a web-based groupware solution providing coordination support concepts like Shared Workspaces, Awareness Support, Community Support, etc. (see http://www.bscw.de/). It is an important goal of the BSCW approach to provide end users with the support to adapt (“tailor”) the system to match their current cooperation needs. We will use this system as an example application to investigate the area of cooperative end user development (EUD). EUD deals with tools and techniques for end users for the tailoring of software systems for individual preferences as well as for changing requirements. The technical approach, called component-based tailorability, was inspired by combining the work of Doug McIlroy and Alan Kay (Morch et al. 2004; Stevens and Wulf 2002). Several approaches have been published on the issues of building component-based systems for collaborative settings (Hummes and Merialdo 2000; Koch and Teege 1999; Malone et al. 1995; Slagter and Ter Hofte 2002; Teege 2000). With version 3, Eclipse, that has become very popular as an integrated development environment (IDE), offers improved support for component-based architectures using the concept of plug-ins, and for implementing rich clients. Implementing our example application using the Eclipse framework allows to study the research concepts in real world setting with the stable and well supported platform. On the other hand, a stronger focus on experimental research in the areas of Computer-Supported Cooperative Work (CSCW) and EUD may provide concepts that prove to be useful for the future development of Eclipse. At the end of this contribution we give an outline of our future work. In particular, we want to present design ideas to integrate cooperative end user development into the Eclipse framework. Bricolage as a design concept for the BSCWeasel Our research groups work on the general question of how to use the paradigm of software components to build flexible systems that can be tailored by the end user (Morch et al. 2004; Stevens and Wulf 2002; Stiemerling 2000; Stiemerling et al. 1997; Wulf 1999). At the moment we use Eclipse as a framework to construct component based applications. We have two reasons for our interest. First, Eclipse is an interesting technological infrastructure with a sophisticated component concept. This gives the chance to study the concept of 1 In this paper the words “component” and “plug-in” are synonyms. component-based system architectures in the large for the first time. The second interest is to observe the Eclipse community and its infrastructure, considering it as an important factor for doing cooperative tailoring. Our research is split in two stages. In the first stage we want to create an Eclipse-based CSCW application. Doing so, we want to learn about subtleties of the architecture and components in detail. But we also want to create a usable and stable open source CSCW platform which can be used in the second stage to integrate concepts of cooperative tailoring into a real world context. Under the constraint to build a useful and stable CSCW application with the least effort possible, we try to (re-)use existing artefacts as much as possible. For that reason we chose to extend BSCW, as it is a well-known and popular web-based CSCW platform. Since Version 4 it is possible to connect rich clients with the BSCW Server using the so called BSCW XAPI. Initially, we had to decide whether we wanted to create an abstract framework first, which then would guide the design of the actual components later. The other approach, which we call Bricolage, was more pragmatic. Buscher el al. describe Bricolage as: “’designing immediately’, using ready-at-hand materials, combinations of already existing pieces of technology – hardware, software and facilities (e.g., Internet providers) – as well as additional, mostly ‘off-the self’ ones. It therefore also involves design as assembly” (Buscher et al. 2001). In our case this meant to use the opportunities given by an existing CSCW infrastructure and primarily recycle and tailor existing Eclipse components. In some sense, the Bricolage approach transfers ideas of component-based tailorability back to the professional design process. But doing Bricolage in a professional manner means that a major a part of the design is to search for existing artefacts explicitly and examine and reinterpret those found in order to make use of them for one's own purposes. (a) Bricolage of target management support as a starting point to connect the BSCW via the X-API (b) Design studies: Proving special views to group content, depending on the requirements of the context Figure 1: Snapshots of the BSCWeasel We do not want to go into the technical details of BSCWeasel, but give an outline of its functionality. The BSCWeasel is a compound of standard core components for rich client applications, a self-made component that provides a connection to the BSCW server and an adaptation of Eclipse target management support (at the moment it supports WebDav and FTP). In the first step we only changed the existing FTP component and replaced all specific 2 Technically speaking the X-API is a module that exports part of the internal BSCW API using the XML RPC protocol. 3 In the culture of eclipse community the concept of Bricolage can be characterized as a combination of the “Monkey See/Monkey Do” rule (Gamma and Beck 2003) and the concept of building architectures by refactoring (Beck 2000). FTP commands with the corresponding BSCW commands. Figure 1 (a) presents a snapshot of our system. In a second step, we also refactored the whole target management framework in order to reduce the plug-in dependencies of our BSCWeasel system. Additionally, extension points were created which make it easy to build new, light weight BSCW views (Figure (b) presents a design study of such a view). Our main experience of this software development process is quite different from the ordinary process. Most of the time was spent on searching for adequate components that can be used as a quarry of artefacts for our solution and on understanding the implementation of these components. The next steps will be to integrate more BSCW-related functionality into the BSCWeasel and to experiment with different views for different user groups and tasks. It is also planned to bricolage Eclipse Games components and Eclipse Jabber Instant Messaging components in order to provide Computer-Supported Cooperative Playing (CSCP) at work (Al-Zubaidi and Stevens 2004). Groupware systems providing Cooperative End User Development The vision of End User Development is an attempt to enhance the concepts of end user programming in order to improve the tailorability of computer systems. Current approaches to support tailorablity mostly focus on improving the flexibility of tools and on improving the usability of interfaces for tailoring. On the other hand, several ethnographically influenced studies (Mackay 1990; MacLean et al. 1990) also point out the communicative and collaborative user activities that are highly relevance to creating and maintaining successful use situations in organisations. The concept of cooperative end user development (Co-EUD) is to embed tailoring in a larger context of a process, namely the process of “appropriation” of a collaborative software product by a group of users or an organisation. Furthermore, CoEUD focuses these communicative and collaborative user activities beyond tool configuration (cf. Pipek and Kahler 2004). So in analogy to definition of CSCW by Bannon/Schmidt, CoEUD should be conceived as an endeavour to understand the nature and characteristics of cooperative tailoring with the objective of designing adequate computer-based technologies. With BSCWeasel we can compare the tailoring opportunities of web-based architecture with the one using the Eclipse framework. BSCW like some other Groupware systems follows the concept of web-based thin client solutions. This concept has several advantages for the end user as there is no need for installation, for instance. But from a Co-EUD perspective this architecture has also major drawbacks. According to the fact that the whole application is fully executed on the server side, it is difficult or impossible for an ordinary user to fit the system into her use context. For a purely server based system it is more difficult to provide different scopes of validity of a tailoring activity. As a consequence, usually only the small group of system administrators has the opportunity to adapt the systems in a manner that goes beyond the parameterisation of standard options. Table 1 lists the different tailoring options of
Im Rahmen des vom BMBF geförderten Projektes WInn (Wissensgenese und -Verteilung als Innovationsmotor, BMBF-Projekt Kz. 0415051) untersuchten wir, wie technische Systeme zur Unterstützung von interorganisationaler Zusammenarbeit genutzt werden. Unsere Analyse konzentrierte sich auf die Nutzung des BSCW Shared Workspace Systems.
In this paper we describe an approach to support the distributed design of Collaborative Work Environments inspired by Living Labs and Participatory Design. We explore potential benefits of Living Labs for CWE & ICT design and reflect on concepts of this increasingly popular approach to user -centered innovation and co-creation. Finally, we inspect experiences made so far and potential challenges in bringing together concepts from Living Labs, Open Innovation and Participatory Design in distributed contexts.
Michael Koch合作论文数Bundeswehr University Munich1