R. Herne, M. F. Shiratuddin, Shri M. Rai, Hamid Laga, Jesse Dixon, D. Blacker
{"title":"Game Design Principles Influencing Stroke Survivor Engagement for VR-Based Upper Limb Rehabilitation: A User Experience Case Study","authors":"R. Herne, M. F. Shiratuddin, Shri M. Rai, Hamid Laga, Jesse Dixon, D. Blacker","doi":"10.1145/3369457.3369496","DOIUrl":"https://doi.org/10.1145/3369457.3369496","url":null,"abstract":"Engagement with one's rehabilitation is crucial for stroke survivors. Serious games utilising desktop Virtual Reality could be used in rehabilitation to increase stroke survivors' engagement. This paper discusses the results of a user experience case study that was conducted with six stroke survivors to determine which game design principles are or would be important for engaging them with a desktop VR serious games designed for the upper limb rehabilitation. The results of our study showed the game design principles that warrant further investigation are awareness, feedback, interactivity, flow and challenge; and also important to a great extent are attention, involvement, motivation, effort, clear instructions, usability, interest, psychological absorption, purpose and a first-person view.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125850710","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}
{"title":"Trust and Cognitive Load in semi-automated UAV operation","authors":"Martin Lochner, Andreas Duenser, Shouvojit Sarker","doi":"10.1145/3369457.3369509","DOIUrl":"https://doi.org/10.1145/3369457.3369509","url":null,"abstract":"Trust in automation is an essential precursor to system adoption and use. Given the emerging wave of autonomous systems available for public consumption and the resources devoted to this trend, it's important to understand trust, and how to measure it. Further, the level of performance demonstrated by a system can affect trust in that system. As such, proper design of an autonomous system can be facilitated by measuring trust in such systems. Rather than relying only on traditional methods of measuring trust, such as pen and paper, or behavioural markers, this work extends previous research by investigating psycho-physiological markers for trust, using Galvanic Skin Response (GSR) and machine learning. We induced high vs. low trust states in amateur unmanned aerial vehicle (UAV) operators, and manipulated the automation level of the UAV. We collected workload and trust ratings during and after flying a UAV. Despite moderate results with traditional metrics (NASA TLX, and the System Trust Scale), we were able to classify trust states based on the GSR data with 80% accuracy. This research forms part of our ongoing work on developing a model for the relation between automation, and user trust and cognitive load.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127765481","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}
{"title":"Designing for diversity in Aboriginal Australia: Insights from a national technology project","authors":"T. Leong, Christopher Lawrence, G. Wadley","doi":"10.1145/3369457.3369505","DOIUrl":"https://doi.org/10.1145/3369457.3369505","url":null,"abstract":"Aboriginal Australians have been colonized for over 230 years. As a result, many have been disconnected from their communities and identity. This paper reports on a national-scale HCI project that aims to design technology that allows Aboriginal Australians to reconnect with their communities and to reaffirm their Aboriginal identity. Our project faces significant challenges, some due to the effects of colonization and some due to the great (and under-recognized) diversity of Aboriginal Australia. In this paper, we report the design phase of our project, and discuss some of these challenges we faced. Through this, we offer insights for HCI designers and researchers undertaking similar work.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125800080","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}
{"title":"The \"Least-Adult\" Role in Participatory Design with Children","authors":"Bronwyn J. Cumbo, E. Eriksson, O. Iversen","doi":"10.1145/3369457.3369464","DOIUrl":"https://doi.org/10.1145/3369457.3369464","url":null,"abstract":"Child participation in design is a central focus of Child Computer Interaction (CCI) research, however, examples of participatory research with children are primarily situated in adult-led contexts (e.g. design lab, classroom, museum) where design objectives, activities and tools are devised and facilitated by adults. In this paper, we contribute to current discussions by describing a participatory study situated within the \"child-led nature-play contexts\" of nine children (7-11 years). By adapting the role of \"least-adult\" originally described in the childhood studies literature, we describe how this role can be established to access these exclusive play places and maintained through co-inquiry into each child's unique play practice. This research contributes to current discussions of child participation in CCI by (i) introducing the role of least-adult as an approach to engaging with children through participatory research, (ii) recognising the influence of place in shaping child participation, and (iii) pointing to spatial-temporal contextual factors as an important factor for enabling and shaping participatory research.","PeriodicalId":258766,"journal":{"name":"Proceedings of the 31st Australian Conference on Human-Computer-Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133606246","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}