5,490 research outputs found

    Effective Affective User Interface Design in Games

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    It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen’s guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design

    Creative idea exploration within the structure of a guiding framework : the card brainstorming game

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    I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game

    Introduction to this special issue on HCI and games

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    Games have been part of human–computer interaction (HCI) research since the first CHI conference in 1982. At that gathering, Tom Malone, then at Xerox PARC, presented insights from the study of computer games to motivate a set of design principles for “enjoyable” user interfaces (Malone, 1982). Over the ensuing years, games-related HCI research has steadily grown as a subarea of CHI (e.g. Keeker, Pagulayan, Sykes, & Lazzaro, 2004; Pausch, Gold, Skelly, & Thiel, 1994), with more rapid acceleration in the last 10 years. A recent metareview (Carter, Downs, Nansen, Harrop, & Gibbs, 2014) analyzed game- and play-related content at CHI between 2003 and 2013, finding that the overall percentage of the CHI proceedings related to play and games rose from 2.5% to a peak of 9.5% in 2012. In the last few years, venues for game-related HCI work have expanded as well. From 2011 to 2013, two of this special issue’s editors (Bernhaupt & Isbister, 2013) formed a Games and Entertainment Special Community devoted to game-related HCI research at CHI, leading to the permanent addition to CHI venues of a Student Game Design Competition. And in 2014, a new ACM-sponsored conference was created as a specialized peer-reviewed venue for the intersection of HCI and Games—CHI-Play. Game-related research is clearly a valued, integral, and growing segment of HCI research

    M-health review: joining up healthcare in a wireless world

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    In recent years, there has been a huge increase in the use of information and communication technologies (ICT) to deliver health and social care. This trend is bound to continue as providers (whether public or private) strive to deliver better care to more people under conditions of severe budgetary constraint

    Control of virtual environments for young people with learning difficulties

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    Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes

    The experience of enchantment in human-computer interaction

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    Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p

    Using multimedia interfaces for speech therapy

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    Wheelchair-based game design for older adults

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    Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM
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