{"title":"Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease","authors":"A. Bayrak, Burkhard Wuensche, S. Reading","doi":"10.1145/3520495.3520520","DOIUrl":"https://doi.org/10.1145/3520495.3520520","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128717115","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}
Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour
{"title":"Co-designing a Technology Probe with Experienced Designers","authors":"Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour","doi":"10.1145/3520495.3520513","DOIUrl":"https://doi.org/10.1145/3520495.3520513","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121770930","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":"Improving Visual Search Tasks by Bending the Virtual City Twins: A Preliminary Study in Virtual Reality","authors":"Chenkai Zhang, Mingze Xi, Matt Adcock","doi":"10.1145/3520495.3520528","DOIUrl":"https://doi.org/10.1145/3520495.3520528","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123815620","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":"“A Helping Hand”: Design and Evaluation of a Reading Assistant Application for Children with Dyslexia","authors":"Tushar Gupta, L. Aflatoony, Lynette Leonard","doi":"10.1145/3520495.3522703","DOIUrl":"https://doi.org/10.1145/3520495.3522703","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127218026","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":"Transportation and Technology in Rural Denmark: Communities of Mobility","authors":"Maria Kjærup, M. Skov","doi":"10.1145/3520495.3520498","DOIUrl":"https://doi.org/10.1145/3520495.3520498","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131312440","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}
Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger
{"title":"Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts","authors":"Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger","doi":"10.1145/3520495.3520500","DOIUrl":"https://doi.org/10.1145/3520495.3520500","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115396812","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}
Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer
{"title":"Design Opportunities to Enhance Children's Engagement with Nature in Bhutan: A Working Field Theory","authors":"Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer","doi":"10.1145/3520495.3520516","DOIUrl":"https://doi.org/10.1145/3520495.3520516","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116846591","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}
Caitlin Woods, M. Griffin, M. Hodkiewicz, Tim French
{"title":"Digitisation of maintenance work management - a work design perspective: Lessons Learned in an Industry Study","authors":"Caitlin Woods, M. Griffin, M. Hodkiewicz, Tim French","doi":"10.1145/3520495.3520526","DOIUrl":"https://doi.org/10.1145/3520495.3520526","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116851726","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}
Saminda Sundeepa Balasuriya, Laurianne Sitbon, Stewart Koplick, Ya-Wen Chang
{"title":"The effectiveness of gamified interactive programs relating to online safety for people with intellectual disability","authors":"Saminda Sundeepa Balasuriya, Laurianne Sitbon, Stewart Koplick, Ya-Wen Chang","doi":"10.1145/3520495.3520524","DOIUrl":"https://doi.org/10.1145/3520495.3520524","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131410930","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}
S. Coghlan, Jenny Waycott, Lei Nui, Kelly E. Caine, B. Stigall
{"title":"Swipe a Screen or Say the Word: Older Adults’ Preferences for Information-seeking with Touchscreen and Voice-User Interfaces","authors":"S. Coghlan, Jenny Waycott, Lei Nui, Kelly E. Caine, B. Stigall","doi":"10.1145/3520495.3520512","DOIUrl":"https://doi.org/10.1145/3520495.3520512","url":null,"abstract":"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.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133726397","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}