5,490 research outputs found
Effective Affective User Interface Design in Games
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 Nielsenâs 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
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
Games have been part of humanâcomputer 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 âenjoyableâ 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 issueâs 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 GamesâCHI-Play. Game-related research is clearly a valued, integral, and growing segment of HCI research
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Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study
People with aphasia experience difficulties with all aspects of language and this can mean that their access to technology is substantially reduced. We report a study undertaken to investigate the issues that confront people with aphasia when interacting with technology, specifically 3D game environments. Five people with aphasia were observed and interviewed in twelve workshop sessions. We report the key themes that emerged from the study, such as the importance of direct mappings between usersâ interactions and actions in a virtual environment. The results of the study provide some insight into the challenges, but also the opportunities, these mainstream technologies offer to people with aphasia. We discuss how these technologies could be more supportive and inclusive for people with language and communication difficulties
M-health review: joining up healthcare in a wireless world
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
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
Improving user experience is becoming something of a rallying call in humanâcomputer 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
Wheelchair-based game design for older adults
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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