Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society 2020
DOI: 10.1145/3419249.3420181
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Designing a game to explore human artefact ecologies for assistive robotics

Abstract: This paper concerns the creation of design games made to explore and uncover the daily lives and artefact ecologies of users living with paralysis from the neck down. The paper reviews previous notable literature on making design games and presents a novel approach for basing a design game on an activity theoretical framework named the Human Artefact Model. After discussing the creation of the games, the paper reflects on the results and experiences attained whilst using the design games to gather data in the … Show more

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Cited by 8 publications
(5 citation statements)
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“…Most studies included performing ADLs [28][29] [30] to simulate a real scenario of the assistive applications. Drinking is one of the ADLs that was rated with high importance by interviewed people with tetraplegia, their family members, and the caregivers [31][32] [29]. Thus, we used a pouring water (PW) task for the evaluation, similar to [29] and [33].…”
Section: Methodsmentioning
confidence: 99%
“…Most studies included performing ADLs [28][29] [30] to simulate a real scenario of the assistive applications. Drinking is one of the ADLs that was rated with high importance by interviewed people with tetraplegia, their family members, and the caregivers [31][32] [29]. Thus, we used a pouring water (PW) task for the evaluation, similar to [29] and [33].…”
Section: Methodsmentioning
confidence: 99%
“…We also need to be aware that people with disabilities are likely to use a wide range of technologies in their daily lives; some mainstream, some more spe-cialist, some spontaneous, some imperative. Part of what we might need to research and understand is how people with disabilities cope with an ecology of interconnected technologies (Kobbelgaard et al, 2020). For example, Buchholz et al (2020) report that some people with 'communicative and cognitive disabilities' find it difficult to switch between their specialist Alternative or Augmentative Communication software and the more mainstream software that they also use, because this requires skills that not all users or support persons have.…”
Section: Implications For Scoping a Future Research Agendamentioning
confidence: 99%
“…Buur and Gudiksen (2012) show how tangible tools encourage business practitioners to hypothesize and think in alternative (business) scenarios. Kobbelgaard, Bødker and Kanstrup (2020) identify design games as investigating challenges and possibilities, addressing early design specifications, and mapping potential design spaces. They see design games as ideal instruments for analyzing existing and future actions, scenarios, or practices, with notable literature insights in this field.…”
Section: The Participatory Design Traditionmentioning
confidence: 99%