6 research outputs found

    Exploring the Player Experiences of Wearable Gaming Interfaces : A User Elicitation Study

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    The design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies in current state-of-art literature that investigate general design practices and provide pragmatic design implications and suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes based on the speculative design concepts from previous studies, and a Wizard of Oz experiment was conducted to elicit end users' feedback regarding general gaming experience as well as specific design themes in different gaming scenarios. The user experiment results were analyzed qualitatively following a rigorous thematic analysis, generating five major design implications as output. We believe this study will offer forward-looking insights to designers, developers and the research community, facilitating future work in this field.Peer reviewe

    E-textiles Assisting Healthcare, Rehabilitation, and Well-being - To whom, for What, and How?

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    The use of e-textiles in healthcare, rehabilitation, and well-being (referred here as assistive e-textiles) is spreading for its obvious benefits, such as monitoring of physiological signals and vital signs. Although there are versatile studies on individual applications of assistive e-textiles, there are not many that include in the design process a wide variety of stakeholders who have roles in development or use of assistive technology. To provide stakeholder-oriented design knowledge regarding the development of assistive e-textiles, we organized five multidisciplinary ideation workshops for 50 participants with different backgrounds and roles. Many distinct ideas were created that targets a diverse set of users from different age groups, ability levels and even for non-human actors. Participants came up with ideas related to work environment, rehabilitation, healthcare, and daily life. This article presents those findings and discusses how those can help designers and researchers in the field.acceptedVersionPeer reviewe

    Exploring the Player Experiences of Wearable Gaming Interfaces : A User Elicitation Study

    No full text
    The design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies in current state-of-art literature that investigate general design practices and provide pragmatic design implications and suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes based on the speculative design concepts from previous studies, and a Wizard of Oz experiment was conducted to elicit end users' feedback regarding general gaming experience as well as specific design themes in different gaming scenarios. The user experiment results were analyzed qualitatively following a rigorous thematic analysis, generating five major design implications as output. We believe this study will offer forward-looking insights to designers, developers and the research community, facilitating future work in this field.Peer reviewe

    The effect of audio on the experience in virtual reality : a scoping review

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    The use of virtual reality (VR) has seen significant recent growth and presents opportunities for usein many domain areas. The use of head-mounted displays (HMDs) also presents uniqueopportunities for the implementation of audio feedback congruent with head and bodymovements, thus matching intuitive expectations. However, the use of audio in VR is stillundervalued and there is a lack of consistency within audio-centedd research in VR. To addressthis shortcoming and present an overview of this area of research, we conducted a scopingreview (n= 121) focusing on the use of audio in HMD-based VR and its effects on user/play experience. Results show a lack of standardization for common measures such as pleasantness and emphasize the context-specific ability of audio to influence a variety of affective, cognitive, and motivational measures, but are mixed for presence and generally lacking for social experiences and descriptive research.https://www.tandfonline.com/journals/TBITInformation ScienceSDG-09: Industry, innovation and infrastructur
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