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