this paper presents BlurtLine, an interactive belt designed to support children with ADHD in regaining control over their impulsive speaking in class. Two exploratory evaluations of BlurtLine indicate that the design ...
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ISBN:
(纸本)9783319227238;9783319227221
this paper presents BlurtLine, an interactive belt designed to support children with ADHD in regaining control over their impulsive speaking in class. Two exploratory evaluations of BlurtLine indicate that the design can indeed identify indicators of blurting and was experienced positively by a boy with ADHD and his mother and teachers.
the advent of advanced mobile devices in combination with new interaction modalities and methods for the tracking of contextual information, opens new possibilities in the field of context-aware user interface adaptat...
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Recent changes in the mobile environment;such as the addition of multi-touch gestures, usage of sensors, or single-focused mobile apps;brought several challenges for interactiondesigners in communicating their ideas ...
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In this paper we describe challenges and lessons learned from developing a mobile touch screen based assistive tool for people with dementia. We focus not on features of the tool but the general participatory design p...
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3D printed audio-tactile graphics are interactive materials aimed at the accessibility of people with visual impairment. there is not yet a consensus on how to design 3Dprinted audio-tactile graphics and most publicat...
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ISBN:
(纸本)9783030780913;9783030780920
3D printed audio-tactile graphics are interactive materials aimed at the accessibility of people with visual impairment. there is not yet a consensus on how to design 3Dprinted audio-tactile graphics and most publications on this topic follow an empirical approach, experimenting first and learning withthe process. However, these research publications show meaningful knowledge that can serve as the base for a set of compiled design recommendations. the goal of this paper is to present recommendations that were analyzed and extracted from 32 publications found in a systematic literature review. In total, 57 recommendations compose the set.
In this paper, we present a human centered humancomputerinteractiondesign approach for conceptualization of Persuasive games relevant to indian cultural context. Core of the protocol process adopted involved semi-s...
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ISBN:
(纸本)9781467343695;9781467343671
In this paper, we present a human centered humancomputerinteractiondesign approach for conceptualization of Persuasive games relevant to indian cultural context. Core of the protocol process adopted involved semi-structured interviews with nineteen indian families, where parents have reported certain behaviors, which they wished to change in their children in a positive way. On qualitative evaluation of parents' responses using Fogg's behavior model as the basis, it was found that "diffidence" or "shyness" is one such behavior that demands most from the children in order to bring a positive change using the medium of digital games. the game units such as characters, objects, and environment were derived from the analysis of field notes of the semi-structured interviews. We have used a method analogue to "Grow-A-Game" technique to generate the game concept. Ultimately, we present a final persuasive game concept which is intended to bring about positive changes in children' diffidence and shyness behaviors.
Communication between industry and academia in the fields of game development to date has been limited to the detriment of both groups. this lack of communication is more commonly known as the academia-industry divide...
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research has been conducted both in the field of human-computerinteraction and in the field of design and creation. Very little research has been conducted in the area of tax registration systems. No research was car...
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ISBN:
(纸本)9780982148945
research has been conducted both in the field of human-computerinteraction and in the field of design and creation. Very little research has been conducted in the area of tax registration systems. No research was carried out in the overlapping area of these three fields. By combining insights from literature in these fields the paper aims to provide insight into human-computerinteraction's implications and influences on the design and creation of a web form to facilitate the registration of first time tax payers in South Africa. Each aspect of human-computerinteraction is broken down into individual themes. For each aspect, the factors that played a direct role in design and creation are discussed. For example, the human component may include factors such as senses, memory, emotion and individual differences. the computer component may include components such as input and output devices, system requirements and physical and logical setup. Norman's execution-evaluation cycle will be applied to the case study to explain the interaction process. the result of this study indicates that the influences of these factors are used as guidelines for the design and creation of a web form to ease the registration of first time tax payers.
In the scope of co-creation sessions, care workers provided insights on applications and on concerns about Intelligent Voice Assistants (IVA) in the home of their clients or patients. the sessions focused on the poten...
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ISBN:
(数字)9781665468220
ISBN:
(纸本)9781665468220
In the scope of co-creation sessions, care workers provided insights on applications and on concerns about Intelligent Voice Assistants (IVA) in the home of their clients or patients. the sessions focused on the potential to support the care documentation process by IVA. Participants' expectations and worries spanned from the ability to handle dialects, to confidentiality issues, to integration in existing care documentation systems. However, there is a general openness toward the idea to employ IVA as means to improve the quality of care. the challenge foreseen for using IVA is to become as time efficient as care documentation systems in place. Alternatively, as suggested by participants, IVA could complement existing processes or even create new ones in the care context.
As players demand better-quality horror games, a study is conducted to find the more practical design choices to induce fear and tension in first-person PC horror games. this research investigates designs on enemy app...
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ISBN:
(数字)9781665468220
ISBN:
(纸本)9781665468220
As players demand better-quality horror games, a study is conducted to find the more practical design choices to induce fear and tension in first-person PC horror games. this research investigates designs on enemy appearances and movement artificial intelligence logic and builds corresponding demos for experiments. the data is collected by questionnaires and experiments that record participants' heart rates when playing horror games. the results show that using enemy designs with uncanny valley effect appearance and outflanking behaviour movement AI effectively induces fear and tension in first-person PC horror games. this study makes contribution to the design guidelines for game designers and developers in developing better-quality horror games.
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