This research explores the potential of tangible tabletop technology for motor skills training of children with Cerebral Palsy. Therapists have emphasized the importance of customization of therapy programs to the needs of each patient. Five customizable games for the TagTiles tangible interactive gaming board are presented. These games have been developed based on feedback from 11 therapists from two clinics in the Netherlands, 9 children with Cerebral Palsy as well as 14 healthy children. The design process and the potential of this solution are briefly outlined.
3 , j.peregrin.emparanza 4 , i.politis 5 , a.m.raczewska 6 , p.markopoulos 7 }@tue.nl This paper addresses the debate regarding the respective merits of high and low fidelity prototypes, in the domain of video prototyping. Video prototyping is a popular tool for interface designers. Despite this, there is practically no research reported to date examining the fidelity of the design representation that the video prototype should manifest. We report a case study where the same design concept was rendered on video in two formats with differing degree of visual fidelity: animated paper cutouts (low visual fidelity) versus a video with real actors, edited to simulate computer output (high visual fidelity). A two-pronged comparative evaluation was carried out: a between-subjects questionnaire survey, consisting of AttrakDiff, open-ended questions completed by 99 participants, and semi-structured qualitative interviews with 9 participants. The results did not reveal any differences regarding the amount or quality of feedback one should expect from a low or a high fidelity video. These results lead us to suggest that the paper cut out animation is a valid prototype that should be explored more by interaction designers for obtaining early user feedback at low cost. Video prototype, video prototype fidelity, feedback on fidelity, visual refinement
Abstract. Recent research has established cultural background of the users to be an important factor affecting the perception of an interface's usability. However, the area of cultural customization of speech-based interfaces remains largely unexplored. The present study brings together research from emotion recognition, inter-cultural communication and speech-based interaction and aims at determining differences between expressiveness of participants from Greek and Dutch cultures, dealing with a speech interface customized for their culture. These two cultures differ in their tendency for Uncertainty Avoidance (UA), one of the five cultural dimensions defined by Hofstede. The results show that when encountering errors, members of the culture that ranks higher in the UA scale, i.e. Greeks, are more expressive than those that rank low, i.e. Dutch, especially when encountering errors in a low UA interface. Furthermore, members of the high UA culture prefer the high UA interface over the low UA one.
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