Primary symptoms of adults with autism spectrum disorder (ASD), such as pervasive social deficits in social interaction and communication, cause adults with ASD to adopt a sedentary lifestyle. Meanwhile, gamified and behavioral theory-based interventions have been shown to improve physical activity in a fun and unobtrusive way. In this paper, we describe the iterative design inquiry process of PuzzleWalk, a gamified, physical activity-promoting mobile app designed for adults with ASD. We report the design rationales and lessons learned across four user-centered design phases with ASD experts and adults with ASD, including user requirement gathering, iterative participatory design, usability evaluation, and field deployment. The design insights generated from this work could inform future research focusing on designing sociotechnical systems, games, and interventions for people with ASD.
Background Although fake news creation and consumption are mutually related and can be changed to one another, our review indicates that a significant amount of research has primarily focused on news creation. To mitigate this research gap, we present a comprehensive survey of fake news research, conducted in the fields of computer and social sciences, through the lens of news creation and consumption with internal and external factors. Methods We collect 2,277 fake news-related literature searching six primary publishers (ACM, IEEE, arXiv, APA, ELSEVIER, and Wiley) from July to September 2020. These articles are screened according to specific inclusion criteria (see Fig 1). Eligible literature are categorized, and temporal trends of fake news research are examined. Results As a way to acquire more comprehensive understandings of fake news and identify effective countermeasures, our review suggests (1) developing a computational model that considers the characteristics of news consumption environments leveraging insights from social science, (2) understanding the diversity of news consumers through mental models, and (3) increasing consumers’ awareness of the characteristics and impacts of fake news through the support of transparent information access and education. Conclusion We discuss the importance and direction of supporting one’s “digital media literacy” in various news generation and consumption environments through the convergence of computational and social science research.
Because of the increasingly negative impacts of the echo chamber effect, such as the dissemination of fake news and political polarization occurring in social networking services (SNSs), considerable efforts are being made to mitigate this effect. Prior HCI studies have presented the development of user interfaces to display information that reflects various standpoints, with the aim of nudging people to consume information in a more objective fashion. However, these efforts still lack the ability to highlight the characteristics, generation processes, and negative effects of echo chambers, so they may not be effective in helping people become sufficiently aware of the echo chamber effect and those who are already in an echo chamber. In this paper, we present ChamberBreaker (CB), which has been designed to help increase a player's awareness of and preemptively respond to an echo chamber effect based on psychological concepts: inoculation, heuristics for judging, and gamification. Through a user study with 882 participants (control group: 446, experimental group: 436), we demonstrated the feasibility of our game-based methodology to support the awareness of the echo chamber effect and the importance of maintaining diverse perspectives when consuming information. Our findings highlight the externalization of psychological standpoints in mitigating an echo chamber effect and suggest design implications for system development---the consideration of demographics, playing time, and the connection to fake news recognition---for digital literacy education. You can play CB at http://tiny.cc/chamberbreaker (The game only works with Chrome.)
The purpose of this study was to conduct the first usability inquiry of a gamified, behavior change theory-guided mobile app PuzzleWalk for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder (ASD). Eighteen adults with and without ASD participated in a mixed-methods study that consisted of cognitive walkthrough, system usability assessment, and qualitative interviews. The results of the system usability testing indicated satisfactory quality of the PuzzleWalk system that can be readily applicable to both adults with and without ASD. Several notable issues were identified from the qualitative interviews that address critical insights into unique health and social needs in adults with ASD. Future work is warranted to examine the long-term effects of the PuzzleWalk system on increasing physical activity and reducing sedentary behavior in adults with and without ASD in real-world settings.
We investigated the effectiveness of a self-regulation strategy on time management leveraged by smartphone capabilities using a theoretical framework of self-regulation that consists of four elements: 1) goal setting; 2) task strategy utilization; 3) self-monitoring and reflection; and 4) self-efficacy and intrinsic motivation. We determined the goals and strategies adopted during college life by surveying 295 college students and identified time management as a fundamental element for achieving such goals and strategies. To improve students' time management, we developed a smartphone application, automated time manager (ATM), designed to provide users with visualizations of their physical activities and phone usage reports and also to acquire smartphone sensor and usage data. From a field study of 46 college students, we highlighted three primary user experiences-awareness of unawareness, preferred feedback, and contextual but obvious use-and an overall positive time management outcome with ATM. We present an empirical study that transforms self-regulation, a well-known approach in social sciences, into computing and discusses the salient design implications for supporting time management in a more effective manner with a smartphone application. INDEX TERMS Mobile application, positive computing, self-regulation, smartphone use, time management.
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