Serious Games for Children with Autism

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Serious Games for Children with Autism Bart Geelen, Marta Kaczmarczyk, Guilherme Moura, Lennart Overkamp User System Interaction, 17-12-2015

Transcript of Serious Games for Children with Autism

Page 1: 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

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The Autcome Project

[email protected]

[email protected]

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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