Post on 15-Apr-2017
Serious Games for Children with Autism
Bart Geelen, Marta Kaczmarczyk, Guilherme Moura, Lennart OverkampUser System Interaction, 17-12-2015
The Autcome Project
Kentaliswww.kentalis.nlinfo@kentalis.nl
Shoshowww.shosho.nlinfo@shosho.nl
5. Games 6. Controllers
2. Goals 3. (User) Research1. Problem 4. Ideation
7. User Testing
8. Conclusions
5. Games 6. Controllers
2. Goals 3. (User) Research 4. Ideation
7. User Testing
8. Conclusions
1. Problem
4W WorkshopTo define the problem: who, what, where, why?
Participants:
Problem
WHOAutistic children
(7-13)
WHATDifficulties with recognizing, understanding and responding to emotions.
WHEREDuring social interaction (home, school, street).
WHYSocial dependence, burden for family and teachers.
5. Games 6. Controllers
3. (User) Research1. Problem 4. Ideation
7. User Testing
8. Conclusions
2. Goals
Goals
#1 : Design digital games that teach autistic children to recognize, understand and respond to emotions.
Goals
#2 : Explore interactions for a game controller that inputs emotion.
5. Games 6. Controllers
2. Goals1. Problem 4. Ideation
7. User Testing
8. Conclusions
3. (User) Research
ResearchTo create a benchmark and serve as inspiration for our games and controller.
Topics:
games interactions classroom
User ResearchTo understand the challenges, motivations and education of autistic children.
Contextual Inquiries: 1 1 1 teacher therapist researcher
Observations: 2 1 1 Shosho therapy classroom tests session
5. Games 6. Controllers
2. Goals 3. (User) Research1. Problem
7. User Testing
8. Conclusions
4. Ideation
IdeationTo come up with feasible and educational concepts for games and controllers.
Brainstorming: 4 USIs
Co-creation: 1 1 1 teacher therapist researcher
6. Controllers
2. Goals 3. (User) Research1. Problem 4. Ideation
7. User Testing
8. Conclusions
5. Games
Interactive StoryTeaches:
Understanding emotions.Consequences of behavior.
Emotion ChatTeaches:
Responding to emotions.Consequences of showing emotions.
5. Games
2. Goals 3. (User) Research1. Problem 4. Ideation
7. User Testing
8. Conclusions
6. Controllers
Mouse Dragging
Sliders
Distance Sensors
Joystick
Emotion Cubes
Expression Cubes
Social Scenarios
5. Games 6. Controllers
2. Goals 3. (User) Research1. Problem 4. Ideation
8. Conclusions
7. User Testing
Individual TestsTo observe the engagement, preferences, interaction and game understanding of children.
Participants: 4 children
Prototypes tested:
Interactive Story (3x)Controllers (2x)
Classroom TestTo explore potential of digital games in classrooms for teaching emotions.
Participants: 8 1 children teacher
Prototype tested:
Emotion Cubes + Social Scenarios
5. Games 6. Controllers
2. Goals 3. (User) Research1. Problem 4. Ideation
7. User Testing
8. Conclusions
Conclusions
#1 : Games’ difficulty should be easily adaptable to mental age and progression of children.
Conclusions
#2 : Combining face features is more useful for a controller than using abstract emotion models.
Conclusions
#3 : Digital games and controllers are a promising tool for initiating classroom discussions and reflection.
Questions?we are happy to answer
Thank you!see you at the exhibition