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DUXU Tables of Contents: 11-111-213-113-213-313-414-114-214-314-415-115-215-3

DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part II: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

Fullname:DUXU 2013: Second International Conference on Design, User Experience, and Usability, Part II: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Note:Volume 10 of HCI International 2013
Editors:Aaron Marcus
Location:Las Vegas, Nevada
Dates:2013-Jul-21 to 2013-Jul-26
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes in Computer Science 8013
Standard No:DOI: 10.1007/978-3-642-39241-2 hcibib: DUXU13-2; ISBN: 978-3-642-39240-5 (print), 978-3-642-39241-2 (online)
Links:Online Proceedings | Conference Webpage
  1. DUXU 2013-07-21 Volume 2
    1. Cross-Cultural and Intercultural User Experience
    2. Designing for the Learning and Culture Experience
    3. Designing for the Health and Quality of Life Experience
    4. Games and Gamification

DUXU 2013-07-21 Volume 2

Cross-Cultural and Intercultural User Experience

A Novel Reading Technique Application: Exploring Arabic Children Experience BIBAKFull-Text 3-10
  Maram S. Alhafzy; Ebtesam A. Alomari; Hind H. Mahdy; Maysoon F. Abulkhair
Computers and many of their applications are extremely vital and play a crucial role in the children's education and knowledge building. This paper discusses the results of a study about Arabic-speaking children's interaction with an Arabic application. Then, researchers collected information to study how these children reacted and felt when they were interacting with this Arabic reading application.
Keywords: Children; Reading; Arabic Application
Observation Analysis Method for Culture Centered Design -- Proposal of KH Method -- BIBAKFull-Text 11-19
  Kaho Asano; Kazuhiko Yamazaki
Product development has advanced for developing countries with their economic growths. It must have a priority to learn their culture when developing a product for people having different background. This study focuses on observational method, which is important for designing an overseas product, and provides author's original method from observation to output named KH method. KH method aims at making basement of ideation figured out deeply their experience through culture centered thinking in the phase of Observation, Analysis and Ideation.
Keywords: Culture Centered Design; Observational method; Storyboarding
Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development BIBAKFull-Text 20-27
  Martin Blankl; Peter Biersack; Rüdiger Heimgärtner
This paper describes pitfalls experienced during intercultural human-machine interaction (HMI) development projects in Japan and Korea and how they can be explained from a scientific point of view with the goal of deriving recommendations to avoid them in future intercultural human-computer interaction (HCI) development projects.
Keywords: Cultural differences; culture; communication; understanding; empathy; intercultural communication; intercultural; design; HCI; HMI; intercultural HCI design; intercultural HMI design; lessons learned; Japan; Korea; design/evaluation for cross-cultural users; globalization; localization; management; processes; software; project
Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice BIBAKFull-Text 28-37
  Chih-Kai Chang
Recently the number of people who learn Chinese as a Foreign Language (CFL) increased. New comers, international students, and denizened spouses all need to improve their Chinese reading fluency and listening comprehension for daily communication and work requirements. However, not everyone gets opportunity for formal education in a language school. Thus, informal learning is very important for CFL learners in Taiwan. For novice Chinese learners, they should first master a skill to grouping Chinese words into meaningful chunks, i.e. Chinese segmentation. For instance, "老師對教育的貢獻" (teachers' contribution in education). After Chinese word segmentation, the sentence becomes "老師(teachers)/對(P)/教育(education)/的(DE)/貢獻(contribution)" from "老/師/對/教/育/的/貢/獻". Consequently, this study used two Chinese segmentation methods to highlight meaningful and important word chunks in subtitles of Chinese videos and evaluate its usability for CFL learners. The first method adopted the top 800 and 1600 high-frequency words from an analysis report based on Academia Sinica Balanced Corpus of Modern Chinese to identify proper word segmentation in video subtitles and analyze its performance based on the forward maximum matching method. The statistical results show that most Chinese subtitles still remain unsegmented (62.3%) which means the Chinese subtitles in the videos are not appropriately segmented based on the corpus that contains the top 800 high frequency words. However, with the integration of the top 1600 high frequency words in the corpus, approximately 60% of the subtitles in each video are effectively segmented, and numerous unknown words still remain. Active phrases, idioms, and short phrases in Chinese subtitles may lead to the difficulty in word segmentation; moreover, the usability testing result of using high frequency words to conduct word segmentation is not significant.
   The second method used natural language processing technique to split Chinese subtitles into its separate morphemes. The study adopted CKIP Chinese parser, which is a word segmentation tool for Chinese, to split subtitles according their part-of-speech tagging (i.e. grammatical tagging). The statistical results show that 97.26% subtitles are split, but the usability testing shows that subjective satisfaction is not good enough. To further investigation, we asked subjects to identify the "improper" word segmentation. For instance, the subtitle "接受治療很久了" (treated for a long time) will be split into "接受/治療/很/久/了", but most novices think that the proper segmentation should be "接受/治療/很久了". The "improper" rate is about 22.30% on average. In other words, the segmentation results from Chinese parser based on natural language processing technique are not best scaffolding for Chinese novice while watching videos with Chinese subtitles. The preliminary results of usability testing show that the second method can provide effective scaffolding for novice, but the granularity of chunked words may be too fine to read fluently sometimes (i.e. less than thirty percentage in results). Consequently, adaptation mechanism is required for learners to achieve the balance point of provided scaffolding between aforementioned two methods. For example, the Chinese function words, such as 很 and 了, serve only grammatical functions (i.e. they have no meaning by themselves). Those function words should not be separated out from subtitles for learning purpose. Further work is necessary to find out the proper granularity for chunking words, design adaptation mechanism of segmentation, and prevent segmentation errors in new or unknown words.
Keywords: Chinese as a foreign language; Chinese segmentation; subtitle manipulation; natural language processing; computer-assisted language learning
Young Egyptians Use of Social Networks and the January 2011 Revolution BIBAKFull-Text 38-43
  Ghada R. El Said
The 2011 Egyptian protests began on Tuesday 25 January in Tahrir, one of Cairo's biggest squares. On January 25 and 26, the Egyptian government blocked Twitter in Egypt and later Face book was blocked as well.[1] Most observers of the Egyptian scene at that time, claimed that the responsible governmental authorities did this, in an attempt to stop mobilization for anti-government protests.[2]
   A report in March 2011[3] highlights a significant increase in the use of the Internet in Egypt in the wake of the January 25 protests. "A large increase in the number of web surfers and users of social networking sites reported to change the pattern of use and the interests of the of the Internet contents". According to the report, the number of Internet users in Egypt prior to January 25 was 21.2 million users, increased by almost 9% after this date to reach 23.1 million in two months. The time Egyptian users spent online was doubled from 900 to 1800 minutes per months after 25 January 2011. Still, Egypt's Internet penetration rate is less than 25%.
   This paper investigates cultural issues in human computer interaction. The paper explores the specific experiences of young Egyptian Internet users and their interaction through social media during and after the Egyptian protest in 25 January 2011. The paper aims to reveal some the cultural characteristics of this user group in interacting with the Internet.
Keywords: Internet Social Network; User preference; Culture; language
Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users BIBAKFull-Text 44-53
  Qian Fei
This paper focuses on designing for cross-cultural users; specifically, it describes a study conducted to determine the "Comfort Zone" and optimal touch target size for one-handed thumb use. Similar studies have provided general measurements for touch targets, but they are not applicable to all the slots on a touchscreen, nor are they consistent with the actual physiological measurements (i.e., the size of hands and fingers) of Chinese users. The study used repeated measures in a within-subject design of 16 (slots) $times; 5 (target sizes) $times; 10 (repetitions). The results indicated the Comfort Zone for the right thumb of Chinese users is significantly different at 0.01 level, and falls on a fan-shaped area located on the inclined left side of the screen. Different locations were required for different optimal touch target sizes.
Keywords: Design/evaluation for cross-cultural users; One-handed; mobile devices; touchscreens; touch target size
Note: Best paper award
Examining Interdisciplinary Prototyping in the Context of Cultural Communication BIBAKFull-Text 54-61
  Michael Heidt
Designers typically have to operate in the environment of highly interdisciplinary teams. However, at the same time mindsets of project participants frequently remain framed within disciplinary and professional boundaries. We argue that interdisciplinary communication processes can be improved upon by further theorising the differences between disciplinary cultures. Prototyping offers unique opportunities concerning these situational configurations. It allows to make differences productive on the level of practice whose incommensurabilities often preclude integration within the realm of theory and conviction. We thus provide a tentative set of communicative and methodological tools aimed at improving the communicative process in these scenarios. Instead of trying to establish a common language or common toolset, we try to render the dynamic friction between disparate perspectives productive. Our positions are illustrated by discussing them in the context of a case study in the domain of cultural education.
Keywords: prototyping; interdisciplinarity; cultural informatics; critical technical practice
Intercultural User Interface Design -- Culture-Centered HCI Design -- Cross-Cultural User Interface Design: Different Terminology or Different Approaches? BIBAKFull-Text 62-71
  Rüdiger Heimgärtner
This paper presents the terminology containing several relevant concepts used in intercultural user interface design as well as the results of an analytic study of literature in the area of culture-centered human-computer interaction (HCI) design. Their meaning and application context is analyzed and implications are discussed. Some reviewed examples of related work helped to clarify the issues and to establish a conceptual basis to elucidate the different research approaches in the area of intercultural user interface design.
Keywords: Approach; Terminology; Research Paradigm; Culture; HCI; Cross-Cultural; Design; Intercultural; Culture-Centered; Methods; Tools; Standards; Overview; User Interface Design; User Interface; Human Computer Interaction
User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films BIBAKFull-Text 72-78
  Aaron Marcus
Chinese, Indian, and Japanese science-fiction films offer different and interesting views of user-experience that can inform user-experience researchers, designers, analysts, and evaluators. The author reviews Asian contributions to science-fiction media.
Keywords: China; culture; design; India; Japan; movies; science-fiction; user interface; user experience
Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher's Behaviors BIBAKFull-Text 79-88
  Elaine Ménard; Nouf Khashman; Jonathan Dorey
This paper presents and discusses the results of the second phase of the project that aims to investigate the roles and usefulness of search characteristics and functionalities used for image retrieval in a bilingual context, from the user's point of view. The difficulties encountered by image searchers are described. Finally, suggestions to be integrated in a search interface model are presented. This exploratory study provides an understanding of how users with different linguistic and cultural background search for images.
Keywords: Digital images; search interface; image retrieval; cross-language information retrieval; multilingual information
Usability Assessment in the Multicultural Approach BIBAKFull-Text 89-94
  Maria Lúcia L. R. Okimoto; Cristina Olaverri Monreal; Klaus-Josef Bengler
In order for products to be marketed successfully, product designs should accommodate users' cultural differences. Considering these aspects, various authors have already pointed out the need for studies in cultural usability. The main objective of this paper is to identify culture usability elements for product design. First, we have selected associate usability studies with culture, specifically for cases applied to product design. The next step is to identify variables and methods used in a cultural and usability context. We characterize the usability research into practical elements, in order to then apply summative and formative usability methods. Next, we differentiate the type of knowledge involved in the variables: explicit or tacit knowledge. Finally, we discuss a possible preview of the system variables culture and usability within the concept of a complex system.
Keywords: usability; culture; usability test
Lessons from Intercultural Project Management for the Intercultural HCI Design Process BIBAKFull-Text 95-104
  Yvonne Schoper; Rüdiger Heimgärtner
Global competition requires that new technical products are launched at the same time in all relevant global markets. Therefore the Human Computer Interface (HCI) product designers need to know all requirements of all global customer groups before starting the global development process of user interfaces (UI), which takes normally place in dispersed intercultural mixed UI designer teams. Therefore the user-centered design process from ISO 9241-210 is analyzed concerning the requirements of intercultural management and particularly of intercultural project management. On this basis, an agile intercultural HCI design management process is developed. The resulting UI design approach empowered by cultural aspects makes sure that new systems are designed right from the beginning for the cultural diverse user markets in a time and cost efficient and effective way.
Keywords: User-Centered Design; ISO 9241-210; Agile Methods; Agile Project Management; Culture; HCI; Model; Approach; Process; Structure; Intercultural; Intercultural Project Management; Intercultural User Interface Design; Management Process
Localization beyond National Characteristics: The Impact of Language on Users' Performance with Different Menu Structures BIBAKFull-Text 105-114
  Christian Sturm; Gerhard Strube; Sara Gouda
The consideration of cognitive differences between user groups in the field of human-computer interaction is still in its infancy. The present paper presents two explorative studies looking at the impact of the users' native language on their performance with different menu structures for mobile phones. Object- and verb-oriented menus with different levels of hierarchy were tested with users in Mexico and Germany. A follow-up study looked at the performance with verb- and object oriented menus by Arabic native speakers in Egypt. The results suggest that flat hierarchies are to be preferred independent from any cultural impact. While the first study did not yield a significant difference between Spanish and German native speakers using verb- and object-oriented menus, Arabic users performed significantly better with verb-oriented menus.
Keywords: internationalization; localization; cross-cultural usability; information architecture; user-centered design
Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach BIBAKFull-Text 115-120
  Huatong Sun
This paper examines two recent technology diffusion cases of social media in a global context, Facebook Japan and Sina Weibo. By tracing the local development of two social media technologies and probing into the deeper issues behind their peculiar use patterns, it presents a new framework -- Culturally Localized User Experience (CLUE) for culturally sensitive design and argues the integration of action and meaning in design is key to the success of global social media.
Keywords: social media; culturally localized user experience; culturally sensitive design; postcolonial; SNS; microblog; Facebook; Weibo
The Interactive Media between Human and the Sacred BIBAKFull-Text 121-128
  Pi-Fen Wang
The aim of this study is to provide an understanding of interconnectedness between human, sacred and the attachment to sacred spaces. Further aim is to elevate the new architectural and interior design value. The method of this study includes the interview and case study from spiritual practitioner. The results from this study conclude several finding in the followings. First, the interactive media between human and the sacred usually includes some aspects such as the time, the behaviors, spaces, and the sacred objects. Second, the sacred behaviors include pray, meditation, rite, citing and educational course. They prayed to the gods, and meditated with their inner spirits. Third, sacred objects, symbolized the protection, power and the sacred. They are comprised with god sculptures, god pictures, Buddha bead, the sutra, the sacred pictures from the video, sacred incense and sacred light with sacred words. Forth, sacred communications from the small group of spiritual practitioners become very significant ways to sense the sacred. Fifth, they communicated each other anytime with computer website. Computer screen could present many changeable sacred images. The "Three Pins Group" for spiritual practice is an active group to enhance their spirits.
Keywords: sacred space; spiritual practice; rite; symbol
Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style BIBAKFull-Text 129-138
  Man-Ying Wang; Da-Lung Tang; Chih-Tung Kao; Vincent C. Sun
The current study examined whether and how the Chinese culture rooted median thinking style may affect banner ad viewing and evaluation. Eye tracking performance was recorded as participants viewed banner ads of different information complexity. High median thinking participants were characterized by a flexible perceptual processing style. Their eye tracking performance showed that they responded to information complexity of the banner ads and attempted to integrate information spatially for low complexity banners. Less effortful (and more fluent) eye tracking performance was associated with more positive banner evaluation and the relationship was mediated by experienced fluency in high median thinkers. Information complexity also guided eye tracking. These findings demonstrated the potential of eye tracking measures in predicting effects of culture (and design) related factors on banner evaluation.
Keywords: banner advertisements; eye tracking; median thinking; ZhongYong; information complexity
Intercultural Design for Use -- Extending Usage-Centered Design by Cultural Aspects BIBAKFull-Text 139-148
  Helmut Windl; Rüdiger Heimgärtner
In this paper the Usage-Centered Design approach is suggested as structured process for Intercultural HCI Design. Usage-Centered Design is extended by cultural models to take into account the cultural aspects in HCI design. The extensions cover as well common cultural aspects as system specific cultural aspects of the system to be designed. This approach makes it possible to track and trace the culture specific requirements and design decisions for internationalized user interfaces.
Keywords: Usage-Centered Design; U-CD; Culture; HCI; Model; Approach; Process; Structure; Intercultural; User Interface; Design for Use; Cross-Cultural User Interface
A Usability Testing of Chinese Character Writing System for Foreign Learners BIBAKFull-Text 149-157
  Manlai You; Yu-Jie Xu
Currently, the study of Chinese has become increasingly popular in the world. However, not every non-native Chinese speaker learning Chinese can have formal guidance from qualified instructors. Xi-Zi-e-Bi-Tong (習字e筆通) is one of the systems for writing Chinese characters and is used by the Ministry of Education's E-innovation School and E-bag Experimental Teaching Program in Taiwan. It was developed for native Chinese speaking elementary school students. However, foreign learners come from a variety of cultural backgrounds and ages, so this study looks at the efficacy of this system for these types of students. As a case study, this research performed a usability testing with this system in order to identify what typical usability problems may exist in off-the-shelf products for foreign learners. The usability testing is with thinking aloud, in order to avoid the frustration of participants during tasks, the combination of coaching method to provide help appropriately. The subjects for this research were six foreign students, they came from different cultural backgrounds and all were unfamiliar with Chinese. It was hoped that testing this level of learners would make it easier to ascertain the usability problems of the system. Each was given six tasks associated with system manipulation that was related to the research purpose, and the tasks were designed in accordance with the instructions. When they had completed all the tasks, in order to measure the satisfaction of the system, they were asked to immediately fill out a questionnaire on user interaction satisfaction (QUIS). The problems they encountered in the test can be categorized, in accordance to the interactive design principles and concepts, into: mental models, visibility, feedback, and control. This study can be used as a reference for the redesigning of a program to teach the writing of Chinese characters.
Keywords: Chinese Characters; Interactive Interface; Chinese Learning; usability testing

Designing for the Learning and Culture Experience

A Cross-Cultural Evaluation of HCI Student Performance -- Reflections for the Curriculum BIBAKFull-Text 161-170
  José Abdelnour-Nocera; Ann Austin; Mario Michaelides; Sunila Modi
Human-computer interaction has become a subject taught across universities around the world, outside of the cultures where it originated. However, the implications of its assimilation into the syllabus of courses offered by universities around the world remain under-researched. Our research project provides insights on these implications by studying the performance of HCI students in universities in UK, India, Namibia, Mexico and China engaged in a similar design and evaluation set of tasks. It is argued that the predominant cognitive styles and cultural attitudes of students located in different types of institutions and countries will shape their learning of HCI concepts and tools. This paper in particular reports the analysis of cognitive styles and cultural dimensions of students engaged in a heuristic evaluation of a science education portal. An emergent pattern between adaptive cognitive styles and high uncertainty avoidance is identified in the assessment of the richness of students' heuristics exercise completion.
Keywords: HCI education; culture; cognitive style; design; evaluation
Desirability of a Teaching and Learning Tool for Thai Dance Body Motion BIBAKFull-Text 171-179
  Worawat Choensawat; Kingkarn Sookhanaphibarn; Chommanad Kijkhun; Kozaburo Hachimura
This paper investigates the desirability of using a teaching and learning tool for Thai dance in the context of higher education. Unlike the Western dances where dance notation have been widely used for recording the dance body movement, students in Thai dance classes have to memorize a series of body movements by observation from their teachers. In Thai dance communities, dance notation is very new, and few of professional people in Thai dance understand and use it to record the Thai dance body movement. In this paper, we demonstrate the adaption of a notation system to describe Thai dance and introduce a learning tool for facilitate students to understand the notation. Our presented tool for teaching and learning Thai dance is as a result from a collaboration research between researchers from performing arts and computer science. We measure the desirability of our tool with four Thai dance schools dispersedly located in the north and middle of Thailand, and we receive a promising feedback from them.
Keywords: Desirability Methodology; User Evaluation; Dance notation; Labanotation; LabanEditor; Multimedia Tool; Dance Animation
Improving User Experience in e-Learning, the Case of the Open University of Catalonia BIBAKFull-Text 180-188
  Eva de Lera; Magí Almirall; Llorenç Valverde; Mercè Gisbert
E-Learning, or online learning, seems to have been stalled in the past. As we look at the different learning management systems used by educational institutions worldwide, it becomes obvious that the designs of the learning interfaces look more like instruction booklets and manuals and less like interactive and exciting environments through which to foster learning. The following paper presents the work being carried out by the Universitat Oberta de Catalunya, UOC (a.k.a. Open University of Catalonia), in their commitment to radically change the way the internet is used for learning in higher educational institutions. In order to go along with students' practices and realities, and taking full advantage of what the web offers. The UOC is working toward creating new online spaces where students can encounter richer and more engaging and emotionally fulfilling experiences.
Keywords: e-learning; user-experience; human-computer interaction; usability; emotions; user-centered design; informal learning; personal learning environments
Math Fluency through Game Design BIBAKFull-Text 189-198
  Wanda Eugene; Tiffany Barnes; Jennifer Wilson
Our goal in this research is to create a comprehensive framework establishing guidelines for the design of math fluency games for adult learners. Our user-centered design approach consisted of focus groups with students, faculty, and administrators from a two-year and a four-year institution to probe more deeply into the ways students perceive the value of math in everyday activities. Using our comprehensive focus group protocol, we evaluated users' perception and understanding of culture-based mathematics to determine value-laden game designs that will promote math fluency among developmental math students. During these sessions, we collected quantitative and qualitative data in the form of survey data, play-test data, and field notes. The data speak to various issues such as games as a learning tool, interests and mismatches between designers and the target audience. Moving forward, our research will provide future directions for defining holistic usability by integrating user-centered design and game design.
Keywords: Game Design; User Centered Design
Musical Experience Development Model Based on Service Design Thinking BIBAKFull-Text 199-208
  Sunyoung Kim; Eui-Chul Jung
After 2012, the number of Korean musical audience grew larger than 5 million, which is the starting point of popularization. Considering new-coming audiences and changing market environment, overall analysis of musical art management and customer-centered approach is needed. Performance experience process and details of musical service will be analyzed based on 5 principles of service design thinking. This paper will study purchase stages from musical perspective, analyze flow experience structure model and the relationship between different musical contents. This paper has the characteristic of basic study to enhance musical experience and suggest planning direction.
Keywords: Musical Experience; Service Design Thinking
Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom BIBAKFull-Text 209-218
  Kira Lawrence; Alisa Maas; Neera Pradhan; Treschiel Ford; Jacqueline Shinker; Amy Ulinski Banic
In this paper we present initial research of the investigation in the design collaborative interaction modalities for classroom-based immersive visualizations of 3D spatial data, with an initial implementation for geo-spatial applications. Additionally we allowed some pilot testing to gain a sense of our design decisions and where user error might occur. Valuable feedback will allow us to redesign and refine implementation for a much more formal long-term evaluation of the system. Initial results give indications that our interaction modalities may facilitate teaching and learning, but the use of devices should be different for user type.
Keywords: Immersive Visualization; 3D User Interfaces; Collaborative Interaction; Classroom; Geospatial data; GeoWALL
Legibility in Children's Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts BIBAKFull-Text 219-228
  Daniel Lourenço; Solange Coutinho
The aim of the present article is to address a number of essential questions regarding children reading printed and digital texts. The objective is to develop a methodological procedure with children in the 3rd year of the 1st Cycle in Municipal Schools in the city of João Pessoa, in Paraãba, Brazil. The experiments have been produced to be implemented in schools. In Brazil, the subject of digital artifacts is still regarded as being precarious; however, the children surveyed have experience with digital artifacts and digital reading.
Keywords: legibility; children's reading; experiment for reading
PALMA: Usability Testing of an Application for Adult Literacy in Brazil BIBAKFull-Text 229-237
  Francimar Rodrigues Maciel
Currently in Brazil, a large number of illiterate adults want to learn to read, but few of them are being provided with opportunities to learn. They are a large audience with social barriers and limited knowledge about the usage of technology. From this scenario, studies about how to conduct evaluation to understand the user experience can contribute to design and get opportunities for creating and improving interactive learning environments. This paper seeks to present the usability testing of a mobile application for adult literacy conducted in Brazil. The Methodologies and issues for further research on M-Learning will also be indicated.
Keywords: mobile learning; usability testing; adult literacy
Setting Conditions for Learning: Mediated Play and Socio-material Dialogue BIBAKFull-Text 238-246
  Emanuela Marchetti; Eva Petersson Brooks
This study discusses how mediated play support learners' understanding of abstract concepts, through ownership and expression of self. The studies, Design-Learn-Innovate and MicroCulture, are targeted to primary and high school pupils, and are respectively set in a secondary school and in an archaeological museum. The impact of a dialogic setting for learning, based upon mediated play and design activities, on pupils' understanding of abstract concepts as well as active participation to learning are investigated. Results from both studies show that mediated play and design based tasks can contribute to learning in formal and non-formal contexts by setting conditions for children to take possession of their learning process and of the concepts, exploring them through their senses and social interaction. As a result, children can achieve complex forms of understanding, which can be useful in future learning experiences.
Keywords: design based learning; playful learning; mediated play; facilitation
The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design BIBAKFull-Text 247-256
  Aaron Marcus; Yuan Peng; Nicola Lecca
In an era of increasing need for educated workers, higher costs of education, and emergence of virtual universities appealing to worldwide markets, new tablet-based online learning solutions are inevitable. The Learning Machine project of 2012 combines information design with persuasion design and seeks to change learning behavior in the short- and in the long-term. This paper explains the development of its user interface.
Keywords: courses; culture; dashboard; design; development; education; incentives; information; learning; mobile; persuasion; social networks; tablet; user interface; user experience; virtual university
Information Accessibility in Museums with a Focus on Technology and Cognitive Process BIBAKFull-Text 257-265
  Laura B. Martins; Felipe Gabriele
The present article is part of a more broaden study regarding the integrated systems of information. The focus of this research is the informational accessibility in museums under the perspective of the universal design and the ergonomic information and cognition. Its objective is to report the research regarding new information and communication technologies, based on bibliographic researches and synchronic analysis in Brazilian and European museums. This work was carried out under the intention to gather data about the state of the art in the area, aiming to understand it enough to find more proper solutions to be applied in the object of study -- the Kahal Zur Israel synagogue.
Keywords: Information design; Information ergonomics; Universal design
Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages BIBAKFull-Text 266-275
  Guilherme Moura; Luis Arthur Vasconcelos; Aline Cavalcanti; Felipe Breyer; Daliton da Silva; João Marcelo Teixeira; Crystian Leão; Judith Kelner
There is a natural communication barrier between hearing and non-hearing people, and one of the reasons is the lack of knowledge about sign languages. This paper presents a study about a mobile application for learning and practicing the Brazilian sign language (Libras). The application consists of a guessing game in which two players must guess each other's signs. For two months, the data collected from the game server and from the user gaming experience was analyzed with regard to the user interaction, engagement, fun and learning. The obtained results indicate that due to the mobile nature of the application, the drop rate was higher than expected. However, the user information demonstrated that learning tools can benefit from the mobile and ubiquitous nature of such devices. Despite the many drawbacks found, users confirmed the game was fun and effective for learning a sign language.
Keywords: Mobile; Sign Language; User Experience; Games
Toward Social Media Based Writing BIBAKFull-Text 276-285
  John Sadauskas; Daragh Byrne; Robert K. Atkinson
Although text-based digital communication (e.g. email, text messaging) is the new norm, American teens continue to fall short of writing standards, claiming school writing is too challenging and that they have nothing interesting to share. However, teens constantly and enthusiastically immerse themselves in social media, through which they regularly document their life stories and voluntarily share them with peers who deliver feedback (comments, "likes," etc.) which has been demonstrated to impact self-esteem. While such activities are, in fact, writing, research indicates that teens instead view them as simply "communication" or "being social." Accordingly, through a review of relevant literature, interviews with teachers, and focus groups with students, this research offers recommendations for designing technology that infuses school writing with the aspects of social media that teens find so engaging -- including multi-platform access to personal informatics, guided prewriting tools, and structured peer feedback -- with the ultimate goal of improving student writing.
Keywords: storytelling; usability methods and tools; social media; writing; education; educational technology; instruction; design
Participatory Design for Mobile Application for Academic Management in a Brazilian University BIBAKFull-Text 286-295
  José Guilherme Santa Rosa; Andrei Gurgel; Marcel de Oliveira Passos
The object of this work is to report on the research process for the development of a mobile software application devised for academic management -- SIGAA -- at Rio Grande do Norte Federal University (UFRN), in Brazil. Using the methodology of Participatory Design (PD), Prototyping, and other participatory techniques, the application's interfaces were developed, and three types of prototypes for the registering and editing of student presence were tested. The implications inherent to each model, and usability recommendations for the formulation of usability guidelines for the academic information management applications project were also ascertained.
Keywords: Design; Participatory Design; Mobile
YUSR: Speech Recognition Software for Dyslexics BIBAKFull-Text 296-303
  Mounira Taileb; Reem Al-Saggaf; Amal Al-Ghamdi; Maha Al-Zebaidi; Sultana Al-Sahafi
Learning disability is a classification including several disorders in which a person has difficulty learning in a typical manner. Reading disability or difficulties in reading is one of these disorders. Many researchers assert that there are different types of reading disabilities, of which dyslexia is one. Dyslexic children suffer from reading difficulties and face many challenges in their educational life. In this paper we propose an Arabic reading assistance solution for dyslexic children, it is an automatic speech recognition software based on analyzing phonetic isolated Arabic alphabet letters. The software application provides an environment for dyslexic children to develop and improve their skills of reading and spelling.
Keywords: Dyslexia; Speech Recognition; Usability
Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children BIBAFull-Text 304-310
  Mengping Tsuei; Hsin-Yin Chou; Bo-Sheng Chen
In this paper, we present the application software on mobile tablet device called mathematics curriculum-based measurement (iCBM). The iCBM was developed by various mobile technologies. Thirty-four fifth-grade elementary students participated in the study. The findings demonstrated that students had positive attitudes toward the iCBM system as well as taking math tests through mobile tablet devices. The observations of usability test on iCBM system indicated that children can use iCBM successfully. Suggestions are made about the interface design for children while using iCBM to solve math problems.
Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test BIBAKFull-Text 311-320
  Andrea Valente; Emanuela Marchetti
This study presents results from the evaluation of Prime Slaughter, a computer game aimed at supporting learning of factorization and prime numbers. The game was tested and re-conceptualized during a whole-day participatory workshop, involving two classes of pupils and their math teacher. As a result, it was possible to see that social play elicits fundamental questions about the nature of abstract concepts, in our case the operations involved in factorization and the relationship between natural numbers and primes, supporting sense making and reflections through verbal articulation. Moreover, new insights were gathered, in relation to enrich the game, taking inspiration from emergent meaning regarding the different forms of play allowed and the need to better support multi-player interaction.
Keywords: Playful learning; factorization; social interaction
Towards a Common Implementation Framework for Online Virtual Museums BIBAKFull-Text 321-330
  Katarzyna Wilkosinska; Andreas Aderhold; Holger Graf; Yvonne Jung
We present a prototypical solution to a common problem in the Cultural Heritage (CH) domain. After creation, 3D models of CH artifacts need to be processed to a format suitable for presentation on multiple platforms, e.g. in a Web Browser for online virtual museum applications, to target desktop computers and mobile devices alike. The constraints of an in-browser presentation give rise to a series of optimization and conversion concerns that need to be addressed to successfully display the CH objects in a Web application. Current 3D authoring tools do not readily support this kind of optimization and conversion required for CH domain scenarios. We therefore propose a web-based service framework, which solves the problem of pipelining 3D models for interactive Web presentations. We apply open-source technologies like X3DOM, Flask, Celery, and Redis to create a Common Implementation Framework (CIF) that allows content designers or researchers to optimize their 3D models for the Web through a simple one-step process.
Keywords: Web3D; Virtual Museums; Content Authoring; Cultural Heritage

Designing for the Health and Quality of Life Experience

Towards an Arabic Language Augmentative and Alternative Communication Application for Autism BIBAFull-Text 333-341
  Bayan Al-Arifi; Arwa Al-Rubaian; Ghadah Al-Ofisan; Norah Al-Romi; Areej Al-Wabil
In this paper we describe the development and evaluation of an iOS application designed as an augmentative and alternative communication (AAC) tool for individuals with speech and language impairments in Arabic-speaking populations. Formative evaluations carried out in different settings are described with insights obtained from involving users and domain experts in the User-Centered Design approach. Moreover, we summarize experts' reviews on the impact of using the developed application in special education classrooms.
Improving Autistic Children's Social Skills Using Virtual Reality BIBAKFull-Text 342-351
  Omaima Bamasak; Roa'a Braik; Hadeel Al-Tayari; Shatha Al-Harbi; Ghadeer Al-Semairi; Malak Abu-Hnaidi
This project presents an approach to improve autistic children's social and interactive behavior through involving them in an interactive virtual reality environment. The targeted group is in the age of 5 to 16 years. The environment to be simulated is a typical house. The autistic child will have the chance to move from one room to another and to engage in a series of activities related to each of these rooms. After each activity in each room, games will be presented to test the child's understanding and perception of the aforementioned activities. Using our developed software, the autistic children gaining improvement in their communication skills such as following commands, identifying vocabulary , linking the words to their meaning and eye contacts. They will also witness an improvement in learning the religious routines, daily habits, awareness of danger and awareness of surrounding environment.
Keywords: Autism; Autistic children; virtual reality; social skill; behavior; simulate; software
Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable BIBAKFull-Text 352-360
  Jessica D. Bayliss; Indu Vedamurthy; Mor Nahum; Dennis Levi; Daphne Bavelier
As many as three quarters of a million preschoolers are at risk for amblyopia in the United States, so appropriate screening and accessible treatment are very important. Recent studies have shown that playing action video games results in a range of improved spatial and temporal visual functions, including visual acuity. Lazy Eye Shooter is a game treatment that takes advantage of these findings in that the software contains a dichoptic display in a First Person Shooter (FPS) action video game. FPS games are unfortunately among the most difficult games to learn for naïve subjects. Given that the treatment requires over 40 hours of playtime, we wanted to make sure that subjects were successful at the game from the very beginning. We describe several methods we have used to make the overall experiences of subjects more positive and discuss current preliminary results from the use of Lazy Eye Shooter.
Keywords: amblyopia treatment; video games for health; serious games; UT2004; lazy eye treatment; Unreal Tournament 2004; game treatment; game design
Designing Supportive Mobile Technology for Stable Diabetes BIBAKFull-Text 361-370
  Katherine S. Blondon; Predrag Klasnja
Diabetes is a complex, evolving chronic disease, with an evolving need for self-management as the disease progresses. Through patient interviews and a focus group, we explored the changing need for technological support for diabetes self-management over the course of the disease, with a particular focus on insulin users. We propose a design for supportive technology aimed at the stabilization and progression stages of diabetes, which focuses on the creation of an individualized database of how new experiences with food, physical activities and travel affect one's glucose levels. Our design supports feedback and improvement for future similar experiences, while avoiding the burden of intensive tracking. We propose a mechanism to suggest insulin doses adapted to the user, and sharing data with peers according to individual privacy wishes. Future research could allow this innovative approach to benefit non-insulin users.
Keywords: Diabetes; self-management; mobile technology; health informatics
Application of Rhetorical Appeals in Interactive Design for Health BIBAKFull-Text 371-380
  Sauman Chu; G. Mauricio Mejia
The theory of rhetoric could provide critical foundations for interactive design. One core idea of rhetoric is the rhetorical appeals, which include logos, pathos, and ethos. The authors report a research-based design project with reflections from the design process and usability evaluations. The project explored the application of the rhetorical appeals in the design of a mobile web application for childhood obesity prevention.
Keywords: Design and health; mobile app; child obesity; rhetorical appeals; interactive design
Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters BIBAFull-Text 381-390
  Martina A. Clarke; Linsey M. Steege; Joi L. Moore; Jeffery L. Belden; Richelle J. Koopman; Min Soon Kim
Electronic Health Records (EHRs) are known to reduce medical errors and store comprehensive patient information, and they also impact the physician-patient interaction during clinical encounters. This study reviewed the literature to (1) identify the most common challenges to patient-physician relations while using an EHR during a clinical visit, (2) discuss limitations of the research methodologies employed, and (3) suggest future research directions related to addressing human computer interaction issues when physicians use an EHR in clinical encounters.
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury BIBAKFull-Text 391-400
  Jonathan Duckworth; Patrick R. Thomas; David Shum; Peter H. Wilson
This paper surveys emerging design research on co-located group interaction with tabletop displays as an approach toward developing an upper-limb movement rehabilitation system for acquired brain injury (ABI). Traditional approaches and newer virtual reality interventions for physical therapy tend to focus on individuals interacting one-on-one with a therapist in a clinical space -- this is both labor intensive and costly. Co-located tabletop environments have been shown to enhance the engagement of users, translating to skill acquisition. We describe the principles of group interaction that inform our understanding of motor rehabilitation using interactive media; explore four constructs from interactive tabletop research that may influence the design of co-located systems for rehabilitation: 1) physical space, 2) group awareness, 3) territoriality, and 4) interaction simultaneity; and consider how each construct can be expressed in particular design solutions for rehabilitation of ABI.
Keywords: Co-located; Group Interaction; Tabletop Display; Movement Rehabilitation; Acquired Brain Injury
Paindroid: A Mobile Tool for Pain Visualization and Management BIBAKFull-Text 401-406
  Tor-Morten Grønli; Gheorghita Ghinea; Fotios Spyridonis; Jarle Hansen
This paper presents a tool that addresses self-management expression of pain, through an Android application based on multimodal and 3D. Our pilot evaluation highlighted a positive attitude towards the usability of PainDroid's novel functionality, as well as the potential of the application to open up new avenues of patient-clinician interaction with the use of an innovative user experience.
Keywords: Android; Pain Visualization; Tablet; HCI
Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success BIBAKFull-Text 407-416
  Chris Hass; Dan Berlin
This experience-based paper provides an introduction to U.S. regulations, example methodology documents, and practical advice for planning and executing medical device usability studies.
Keywords: Medical Device usability testing; procedures; practical guide; minimizing risk
Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK BIBAKFull-Text 417-423
  Louise Moody; Andy Turner; Jane Osmond; Joanna Kosmala-Anderson; Louise Hooker; Lynn Batehup
The growth in social networking sites and online forums make the internet a potential platform to be considered for the provision of self-management and e-learning support to young people following cancer treatment. However, the feasibility and potential barriers to this as a post treatment option should be considered. A mixed methods approach was adopted that included an online survey, focus groups and interviews with cancer survivors, their parents, and information technology, clinical and social work professionals to consider the potential of a web-based self-management resource. Barriers were identified to the delivery of care using this method. Developing such a self-management system requires close working between IT and clinical staff, alongside patient representation and usability expertise. As computer access and use amongst this group is commonplace, there is an expectation that self-management needs will be met at least partially in this way in the future.
Keywords: Web-based self-management; young cancer survivors; online support
Avatar Interfaces for Biobehavioral Feedback BIBAKFull-Text 424-434
  Tylar Murray; Delquawn Hardy; Donna Spruijt-Metz; Eric Hekler; Andrew Raij
The combination of inexpensive wearable sensors, powerful mobile phones, and always-connected cloud computing are enabling new, real-time feedback and coaching via mobile technologies. This paper explores the use of avatars -- digital representations of the self -- as an ideal user interface for mobile health application. Specifically, a justification for using avatars is provided, both based on empirical studies and the psychology of human body interpretation. We then provide an organized, theoretical description of how an avatar's traits (appearance, behavior, and virtual environment) can be manipulated to convey specific health-related behavior change messages.
Keywords: avatars; development; Proteus Effect
Participatory Interaction Design for the Healthcare Service Field BIBAKFull-Text 435-441
  Takuichi Nishimura; M. Kobayakawa; M. Nakajima; K. C. Yamada; T. Fukuhara; M. Hamasaki; H. Miwa; Kentaro Watanabe; Y. Sakamoto; T. Sunaga; Yoichi Motomura
Innovative service operations in the healthcare field should be cooperative and proactive. However, this is often difficult because separate providers have different ideas and backgrounds and little information of others' practices. For example, we found that workers in a care facility share one notebook for communication and have no incentive to improve the workflow. We also observed that most point-of-care system PDAs in a hospital were not being used to record and share information by the nurses, mainly because the system interface impeded their workflow. In addition, members of a dance sports circle, who want to improve their health, are inactive because of a lack of support. Such healthcare communities should be encouraged to be proactive and collaborate in solving problems. Participatory interaction design is important for this purpose, and so an activity methodology combined with technical systems should be developed. This paper proposes three steps towards participatory interaction design and describes a prototype of the methodology.
Keywords: Participatory interaction design; service engineering; nursing-care service; collaborative system development
Virtual Environment to Treat Social Anxiety BIBAKFull-Text 442-451
  Ana Paula Cláudio; Maria Beatriz Carmo; Tânia Pinheiro; Francisco Esteves; Eder Lopes
The aim of our work is to propose a Virtual Reality solution to treat social anxiety, applying cognitive-behavioral therapies, that preserves the sense of immersion without requiring the use of expensive special purpose hardware. We have developed an application, called Virtual Spectators, that creates a simulation taking place in a virtual scenario inhabited by animated virtual humans whose behaviors are dynamically controlled by the therapist. To evaluate the effective usefulness of the tool from the point of view of the therapist, we performed an evaluation of the application with a set of these professionals familiarized with the use of exposure therapy. Their feedback was positive and they were enthusiastic about the possibility of using such a tool to support a session of exposure therapy.
Keywords: Virtual reality; virtual humans; social anxiety
Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices BIBAKFull-Text 452-461
  Simon Plogmann; Armin Janß; Arne Jansen-Troy; Klaus Radermacher
Rapidly evolving technological progress in the field of medical devices not only leads to a potential enhancement of therapeutic results but also to a change of the Human-Machine-Interaction characteristics, causing deficiencies in the use process and bringing along high potential for hazardous human-induced failures. This implicates higher risks for patients, medical professionals and third parties. In order to support the usability engineering and risk management process of medical devices, a new methodology for risk control has been developed and evaluated. The aim is to implement appropriate counteractions in the risk control process, reducing errors in the Human-Machine-Interaction process as well as system-inherent technological risks. Accessing information from the method's knowledge base enables the operator to detect the most suitable countermeasures for the respective problem. 41 approved generic countermeasure principles have been indexed as a resulting combination of root causes and failures that might appear during Human-Machine-Interaction or manufacturing and developmental process. The method has been tested in comparison to conventional approaches. Evaluation of the matrix and reassessment of the risk priority numbers by a blind expert demonstrated a substantial benefit of the new mAIXcontrol method.
Keywords: Human Error Taxonomy; Usability Engineering; Human-Machine-Interaction; Risk Control; Human Factors in Risk Management; System Safety; Theory of Inventive Problem Solving (TRIZ); Healthcare/Medical Systems
Interactive System for Solving Children Communication Disorder BIBAKFull-Text 462-469
  Wafaa M. Shalash; Malak Bas-sam; Ghada Shawly
The recent development in information technology contributes significantly in solving special needed people problems. This paper describes an ongoing project to help those children suffering from speech disorder problems. The current application is an interactive game using speech recognition technology; kid can interact with an animated picture using his/her voice. There are several levels for improving the speaking skills of children at different stages. Firstly, by encouraging child just to produce sounds then by improving his/her pronunciation skills by pronouncing short vocal Arabic words. This application solves speech disorder problems such as difficulty producing speech, dysfluency, shuttering and voice disorders. The current work is pioneer in developing an Arabic language application and targeted to children aged from 2 years to 7 years.
Keywords: children speech disorder; speech recognition; interactive applications
Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences BIBAKFull-Text 470-479
  Alasdair G. Thin; Marientina Gotsis
The need to refocus health systems more towards prevention is now widely recognized, since most of the major disease conditions in the developed world have significant behavioral determinants. However, most efforts to date have been limited in their impact as they have generally failed to take account of the complex hierarchy of interacting social and environmental influences. The reality of life in a networked society is such there is now an additional set of corresponding influences that arise in the digital world(s) that an individual inhabits. Concurrent with these developments, the rapid emergence of a wide range of digital technologies offers a whole new set of affordances and potential health applications. We therefore argue for the design of digital supportive environments that utilize mobile devices, sensors, social media, game worlds and mechanics, in order to create transformative experiences that can effect large scale positive health behavior change.
Keywords: health promotion; games; supportive environment; empowerment
A Mobile Prototype for Clinical Emergency Calls BIBAKFull-Text 480-487
  Cornelius Wille; Thomas Marx; Adam Maciak
In case of an emergency within a hospital, all available doctors get alarmed through a central collecting point. Only the doctor arriving first at the patient undertakes the medical treatment. All other doctors needlessly interrupt their current treatments or standby service. This article presents a prototype, to locate and alarm safely the nearest and available doctor. Mobile devices (smartphones und tablets based on Android or iOS) are used for localization, alarming and confirmation. Beside the localization in closed buildings the daily use of the prototype was tested. This incorporated the smooth integration into clinical information systems, the easy to use interface as well as the availability and robustness of the solution.
Keywords: emergency calls; indoor localization; paging; clinical information systems; mobile solution; eHealth

Games and Gamification

The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity BIBAKFull-Text 491-500
  Marina Barros; André Neves; Walter Correia; Marcelo Márcio Soares; Fábio Campos
Obesity is increasing alarmingly worldwide, especially in children's audience, due to the adoption of sedentary habits. The exergames are a new class of digital games that have arisen over the possible use of technology, low cost, to unite physical activity to video games such as Nintendo Wii, X-Box 360, among others. And these have been gaining ground due to immersion of users, working their cognitive skills, attention and memory. This study presents a new game, the PEGGO developed by Federal University of Pernambuco, with data supporting the use for this type of game in order to contribute to help control childhood obesity.
Keywords: Exergame; Design; Ergonomics; Control Obesity
Case Study: Identifying Gamification Opportunities in Sales Applications BIBAKFull-Text 501-507
  Joëlle Carignan; Sally Lawler Kennedy
This paper presents results from interviews aimed at identifying end-users interest in a gamified Sales application, motivations, and information sharing concerns. A promotional video was used to introduce the concept of gamification to participants in order to allow them to form an opinion on the concept. Participants had mixed reactions, ranging from skeptical to positive. For some participants, a game would need to be aligned with their primary work goal, but others were interested in making connections with coworkers or increased sales knowledge. The interviews provided basic information early in the design lifecycle and helped in gaining support from the management team for the validation of a prototype. The paper describes results from the study and provides insights into the design process for the gamification of enterprise software.
Keywords: CRM; Design; Enterprise Software; Gamification; Research Methods; Sales; User Experience
Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012 BIBAKFull-Text 508-517
  Breno José Andrade de Carvalho; Marcelo Márcio Soares; Andre Menezes Marques das Neves; Rodrigo Pessoa Medeiros
By using artistic mutations, called Doodles, Google has been commemorating important events and personalities. This fun approach started with still images, evolved to increasingly complex interactions, and has resulted in games based on the configurations of its logo. Thus, the company which was born in the digital world has introduced a new interactive approach to its logo in cyberspace, thus offering new experiences to the user. This article sets out to present a comparative analysis of usability and playability of five interactive Doodles by applying the RITE (Rapid Interation Testing and Evaluation) approach so as to investigate ergonomic criteria of invitation, suitability immediate feedback and user control.
Keywords: Interactive Doodles; Mutated Logo; Google; Game; Playability; Usability
Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results BIBAKFull-Text 518-527
  Leonardo Cunha de Miranda; Heiko Hornung; Roberto Pereira; Maria Cecília C. Baranauskas
In recent years new forms of interaction have been proposed by academia and industry for the contexts of use of interactive Digital Television (iDTV) and games. One of these proposals is called Adjustable Interactive Rings (AIRs), which is a technology resulting from a research project that was originally designed to be used with iDTV applications. Taking into account the design features of the physical artifact of interaction developed, it seems possible to conjecture its use in other contexts then the iDTV. In this paper, we present preliminary results of an experiment conducted with users in order to investigate the suitability of AIRs in the context of playing computer games.
Keywords: AIRs; kinect; Wiimote; joystick; gamepad; gesture-based interaction
Gamification at Work: Designing Engaging Business Software BIBAKFull-Text 528-537
  Janaki Kumar
Gamification is a buzz word in business these days. In its November 2012 press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations". In the same report, they also predict that "by 2014, 80% of current gamified applications will fail to meet business objectives, primarily due to poor design".
   What is gamification? Does it belong in the workplace? Are there design best practices that can increase the chance of success of enterprise gamification efforts?
   Janaki Kumar answers these questions and more in this paper Gamification @ Work. She cautions against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. She outlines a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their software.
Keywords: Gamification; Enterprise Gamification; Gamification of business software; enterprise software; business software; User experience design; UX; Design; Engagement; Motivation
Stand Up, Heroes!: Gamification for Standing People on Crowded Public Transportation BIBAKFull-Text 538-547
  Itaru Kuramoto; Takuya Ishibashi; Keiko Yamamoto; Yoshihiro Tsujino
There are quite many commuters who are forced to keep standing on crowded public transportation in Japan, and they often feel fatigue and frustration. Stand Up, Heroes! (SUH) is an EELF-based gamification system to motivate commuters to keep standing. In SUH, they have their own avatars which grow according to their time of standing. As the result of a twelve-week practical evaluation, it is found that SUH can stimulate commuters' motivation during first eight weeks. Growing-up avatars are most effective for stimulation and fun. However, some participants cannot feel fun or stimulation for standing from SUH, because their public transportation which they get on is not so crowded that they can seat on the transportation.
Keywords: gamification; EELF; public transportation; motivation; mobile device
Applying Gamification in Customer Service Application to Improve Agents' Efficiency and Satisfaction BIBAFull-Text 548-557
  Prerna Makanawala; Jaideep Godara; Eliad Goldwasser; Hang Le
Gamification is the idea of applying game mechanics to non-game areas in order to encourage the use of product or service and to help make technology more engaging. This paper discusses approaches to improve agents' productivity, spirit, and engagement at work by introducing gamification into SAP Service OnDemand, an enterprise application running in the cloud, using player-centered design. Customer service domain suffers with low job satisfaction, low employee morale, and high turnover due to the lack of job control and the task variety. We present ideas using gamification elements that could increase the job engagement and make various repetitive tasks more fun resulting in a more efficient and effective customer service. Added benefits would be reduced training needs and higher retention rates.
Perception of Gamification: Between Graphical Design and Persuasive Design BIBAKFull-Text 558-567
  Cathie Marache-Francisco; Eric Brangier
We aim at determining Gamification contribution to non-ludic systems. We analyze HCI design evolution and the theories using game design in that scope to finally introduce Gamification. We state that it is perceived through graphics and persuasion concepts without considering usefulness. To demonstrate that, we ask 10 HCI designers to identify and categorize the elements which induce a ludic spirit on Gamification systems. The results show that Graphics and Persuasion aspects are associated with Perceived Gamification, while Usefulness is not. The content and functions associated with the categories are specified. We state that Gamification can become a decisive factor for the design of a successful human-technology relationship beyond classic theories of technology adoption and use. We then question its contribution.
Keywords: Ergonomics; User Experience; Gamification; Persuasive Technology; Emotional Design; Motivation
Interactive Rock Climbing Playground Equipment: Modeling through Service BIBAKFull-Text 568-576
  Mikiko Oono; Koji Kitamura; Yoshifumi Nishida; Yoichi Motomura
Rock-climbing is a tool for investigating a full-body interaction. To design physical and psychological interaction with rock-climbing equipment, it is critical that scientific data on children's interaction with the equipment be collected. We developed a rock-climbing wall with embedded sensors to record the physical behavior of children while playing on the wall. Over 1000 children participated in this study. With the aim of creating an evidenced-based interaction design of climbing, we formulated a climbing behavior model to see the relationship among influencing variables that describe climbing activities.
Keywords: embedded sensor network; full-body interaction; children's behavior model; playground equipment
Work and Gameplay in the Transparent 'Magic Circle' of Gamification BIBAKFull-Text 577-586
  Rafzvan Rughinis
We analyze the 'Revision Fever' gamification exercise and the challenges of adjusting the logic of gameplay to the logic of the non-game activity. We rely on 'instrumental genesis' theory (Béguin & Rabardel, 2000) and a conceptualization of the 'magic circle' of gameplay (Stenros, 2012) to highlight points of divergence and possibilities of adjustment on two dimensions: the gamification artifact, including the rules of the game layer and the organization of the arena of play, and players' activity schemes, especially their play strategies and their engagement with the game layer. The work of adjustment is collective and distributed across roles, participants, and time. Gamification involves the design and continuous enactment of a 'magic circle' that is transparent towards the associated non-game activity.
Keywords: Gamification; magic circle; collaborative work; distributed work; instrumental genesis theory
Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling BIBAKFull-Text 587-596
  Mizuki Sakamoto; Tatsuo Nakajima
In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of transmedia storytelling by considering Augmented Trading Card Game as one form of transmedia storytelling. From the experiences we propose a framework for designing transmedia story telling aiming to change people's attitude and behavior named persuasive transmedia storytelling. The framework called value-based design framework is a first step to design persuasive transmedia storytelling.
Keywords: Storytelling; Augmented Reality; Trading Card Game; Virtual Character
How Gamification and Behavior Science Can Drive Social Change One Employee at a Time BIBAKFull-Text 597-601
  Susan Hunt Stevens
This paper discusses the use of interactive technology and gamification at companies to drive positive behavior change at scale around the topic of sustainability and corporate responsibility. While game and social based learning is still a relatively new concept for companies, our research and experience in the marketplace has shown that it can be effectively used to bridge the education gap among employees to help translate complex environmental science and ideas into a framework that people can understand as well as understand their own personal impact.
Keywords: Behavioral science; gamification; corporate sustainability; persuasive technology; game design
Bridging the Gap between Consumer and Enterprise Applications through Gamification BIBAKFull-Text 602-607
  Tim Thianthai; Bingjun Zhou
Consumer and enterprise applications are often perceived as the opposites in user-experience spectrum. One seemed serious, complex, and dull, while the other seemed fun, simple, and visually stimulating. Through gamification, these differences in perception can change, and the line between consumer and enterprise applications can be blurred. Some may think that applying the gamification concept to enterprise application is much harder than applying it to consumer application where the limitations are not as prominent. Thus, some may have already given up before they started. When analyzed closely based on our experience, these two types of application are quite similar.
Keywords: Gamification; Enterprise; SAP
Gamification: When It Works, When It Doesn't BIBAKFull-Text 608-614
  Erika Noll Webb
The concept of using game mechanics to attract and retain customers in the consumer space is now well accepted. However, the use of gamification in the enterprise space is still catching on. There are a number of reasons to believe that acceptance of gamification will grow in the enterprise space. The most likely reason is that companies are increasingly concerned about the effect of employee engagement on productivity. But, there are circumstances where gamification can be successful and circumstances where gamification can fail.
Keywords: Gamification; Game Mechanics; Enterprise Software; User Experience; User-centered design