a b s t r a c tIn this paper we describe a case study in which we examine how to develop playful persuasive solutions to motivate older adults to maintain or increase their social and physical activities. By including various stakeholders (older adults, family, and care givers) and by designing for transitions in life we intend to create solutions that can be used by many different user groups. Based on a playful interaction framework and user studies we are designing playful persuasive solutions that incorporate social and physical activities as mutual motivators. Furthermore, the persuasive solutions should be relevant for the life transitions of losing partners or friends, of having to move to a care facility and of declining physical and cognitive capabilities. We describe our experiences with involving older adults in a design process. Finally, we present our initial concept the 'Activator', that provides awareness about upcoming activities and own performances and goals, and provides opportunities for older adults based on physical or social motivators to keep and extend their social circle, and to perform activities of lower and higher physical demand.
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Open-ended play with interactive objects provides children with the freedom to construct their own rules, goals and meaning. Instead of games with strict rules, open-ended play designs offer interaction opportunities as a trigger for creating personalized games. The process of developing these designs differs from designs with predefined use. This paper presents the further development of a design approach on how to design for openended play. We give an overview of related work and analyze eight existing open-ended play designs. Next, interviews with design students are discussed that illustrate the process of developing open-ended play designs. As a conclusion, we describe our design approach for open-ended play, including an improved definition of open-ended play, an overview of which design parameters have to be considered and advice for tailoring a design process to consider these parameters.
Over the last few years, a number of studies have dealt with the question of how the addressee of an utterance can be determined from observable behavioural features in the context of mixed human-human and human-computer interaction (e.g. in the case of someone talking alternatingly to a robot and another person). Often in these cases, the behaviour is strongly influenced by the difference in communicative ability of the robot and the other person, and the "salience" of the robot or system, turning it into a situational distractor. In the current paper, we study triadic human-human communication, where one of the participants plays the role of an information retrieval agent (such as in a travel agency where two customers who want to book a vacation, engage in a dialogue with the travel agent to specify constraints on preferable options). Through a perception experiment we investigate the role of audio and visual cues as markers of addressee-hood of utterances by customers. The outcomes show that both audio and visual cues provide specific types of information, and that combined audio-visual cues give the best performance. In addition, we conduct a detailed analysis of the eye gaze behaviour of the information retrieval agent both when listening and speaking, providing input for modelling the behaviour of an embodied conversational agent.
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