Serious Games for Children with Autism

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Transcript of Serious Games for Children with Autism

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