Game-based design for eHealth in practice (Preprint)

2019 ◽  
Author(s):  
Frederiek de Vette ◽  
Monique Tabak ◽  
Wendy Oude Nijeweme-D'Hollosy ◽  
Hermie Hermens ◽  
Miriam Vollenbroek

BACKGROUND Games are increasingly used in eHealth as a strategy for user engagement. While these game-based applications receive attention in literature, there is an enormous diversity of end users and objectives targeted by eHealth. Identifying game content that drives and sustains engagement is therefore challenging. Future developments would benefit from more openness on the game design process and motivational strategies applied. OBJECTIVE Our objective was to provide insight in our approach in the development of game-based eHealth in practice. By means of a case study, PERSSILAA, we elaborate the entire game design process and show the motivational strategies applied, to aid researchers and designers of future game-based applications. PERSSILAA is a self-management platform which aims to counter frailty by offering older adults training modules in the domains of healthy nutrition, physical and cognitive training to maintain a healthy lifestyle. METHODS We introduce four phases in the process towards game-based eHealth: 1) end-user research, 2) conceptualisation, 3) creative design and 4) refinement. RESULTS A total number of 168 participants participated in end-user research (1), resulting in an overview of their preferences for game content and a set of game design recommendations. We found that conventional games currently popular among older adults do not necessarily translate well into engaging concepts for eHealth. Recommendations include: focusing game concepts on thinking, problem solving, variation, discovery and achievement, using high quality aesthetics. Stakeholder sessions with developing partners resulted in strategies for long-term engagement (2), using indicators of user performance on the platform’s training modules. These performance indicators, e.g. completed training sessions or exercises, form the basis for game progression. Results from prior phases were used in creative design (3) to create the game “Stranded!”. The user plays a shipwrecked person who has to gather parts for a life raft by completing in-game objectives. Iterative prototyping (4) resulted in the final prototype of the game-based application. A total number of 35 end users participated using simulated training modules. The online game-based application was used without reported errors for a six weeks. End users scored appreciation (74/100), ease of use (73/100), expected effectivity and motivation (62/100), fun and pleasantness of using the application (75/100) and intended future use (66/100) which implicates that the application is ready for use by a larger population. CONCLUSIONS The study resulted in a game-based application for which the entire game design process within eHealth was transparently documented. We believe we have contributed to the transfer of knowledge on game design that supports engagement in eHealth applications. Our user evaluations indicate that results from end-user research and consequential strategies for long-term engagement led to game content that is engaging to the older adult end user.

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


Author(s):  
Merrill Warkentin ◽  
Kimberly Davis ◽  
Ernst Bekkering

The objective of information system security management is information assurance: to maintain confidentiality (privacy), integrity, and availability of information resources for authorized organizational end users. User authentication is a foundation procedure in the overall pursuit of these objectives, and password procedures have historically been the primary method of user authentication. There is an inverse relationship between the level of security provided by a password procedure and ease of recall for users. The longer the password and the more variability in its characters, the higher the level of security provided by such a password (because they are more difficult to violate or “crack”). However, such passwords tend to be more difficult for end users to remember, particularly when the password does not spell a recognizable word (or includes non-alphanumeric characters such as punctuation marks or other symbols). Conversely, when end users select their own more easily remembered passwords, the passwords may also be easier to crack. This study presents a new approach to entering passwords, which combines a high level of security with easy recall for the end user. The Check-Off Password System (COPS) is more secure than self-selected passwords as well as high-protection, assigned-password procedures. The present study investigates trade-offs between using COPS and three traditional password procedures, and provides a preliminary assessment of the efficacy of COPS. The study offers evidence that COPS is a valid alternative to current user authentication systems. End users perceive all password procedures tested to have equal usefulness, but the perceived ease of use of COPS passwords equals that of an established high-security password, and the new interface does not negatively affect user performance compared with that high-security password. Further research will be conducted to investigate long-term benefits.


Author(s):  
Aybüke Aurum ◽  
Oya Demirbilek

As we enter the third millennium, many organizations are forced to constantly pursue new strategies to differentiate themselves from their competitors. Examples include offering customers streams of new products and services, as well as continuously seeking to improve productivity, services and the effectiveness of product design, development and manufacturing processes. Consequently, new concepts, approaches and tools are emerging quickly as the globalization trend expands across the world. Product complexity, pressures to reduce production cycle time, the need for stakeholders’ contributions and multinational company as well as consumer requirements create the demand for sophisticated multi-designer collaborative virtual environments where product design can be shared and acted upon (Kunz, Christiansen, Cohen, Jin, & Levitt, 1998; Ragusa & Bochanek, 2001; Anderson, Esser & Interrante, 2003). Thus, researchers and practitioners recognize that collaboration is an essential aspect of contemporary, professional product design and development activities. The design process is collaborative by nature. Collaborative design fosters participation of stakeholders in any form during the design process. The design of a successful product is dependent on integrating information and experiences from a number of different knowledge domains. These domains include consumer (end-user) requirements, industrial designers’ professional design skills as well as manufacturers’ needs. This results in a product that performs at a functional as well as aesthetic level and that can be manufactured by the right process at the right price. End-user involvement is essential to product design, since products that do not achieve consumer satisfaction or meet consumer needs are doomed to fail (Schultz, 2001). Accurate understanding of user needs is an essential aspect in developing commercially successful products (Achilladelis, 1971). Hence, it is very important for industrial designers to gather the end-users’ needs and incorporate them into their designs. The involvement of manufacturers in the initial stages of the domestic product design process can lead to a dramatic reduction in a product’s development lifecycle time, also facilitating the coordination of the purchasing and engineering functions (Bochanek & Ragusa, 2001; Demirbilek, 2001). The increasing complexity of artifacts and the globalization of product development are changing research methodologies and techniques. A prime example of this includes the application of a virtual collaborative design environment (VCDE) for product design and manufacturing. This article focuses on the concept of virtual collaborative design. It describes a research effort to investigate cross-cultural collaboration in product development using online applications for domestic product design. The aim of this research is to investigate issues related to the virtual collaborative design (VCD) process, and to bring an understanding of stakeholder needs during the collaborative design process as well as to improve the relationships between end-users, designers and manufacturers. The article presents findings based on a survey study conducted with four different potential stakeholders: representatives of consumers, software designers, industrial designers and manufacturers.


Author(s):  
Bo T. Christensen

AbstractTwo studies tested whether introducing images to designers during the design process lead to more useful design solutions as evaluated by the end users’ willingness to use the final design. It was hypothesized based on theories in cognitive science and design that there were at least two paths from images to usefulness. One path concerns analogically transferring within-domain properties to the design solution. The other path concerns mentally simulating end-user characteristics and preferences and inclusion of the user in the resulting design. Study 1 supported that random images led to increased outcome usefulness, and supported both hypothesized paths, by using within-domain products and end-user images as input. Study 2 showed that the image categories competed for attention, and that the within-domain product stimuli attracted the most attention and was considered the most inspirational to the designers. The practical use of the technique may lead to only marginally original products perhaps limiting its applicability to incremental innovation.


Author(s):  
Christina N. Harrington ◽  
Kristin J. Hare ◽  
Wendy A. Rogers

Interactive gesture-based video games, or exergames, provide an option for leisure and rehabilitative user engagement. For older adults, these games present a method of engaging in physical activity in the home, providing benefits such as increased physical movement and social interaction, and alleviating barriers of facility access and transportation that often inhibit an individual’s ability to exercise. Despite these benefits, many older adults perceive exergames as challenging, suggesting the need for instructional support for them to successfully use these systems. We followed a design process wherein we leveraged user research to identify design criteria, and then developed a paper-based quick-start guide to aid older adults in performing gestures associated with exergames played on the Xbox 360 with Kinect. Our prototype quick-start guide provides information on getting started, troubleshooting tips, and common gestures depicted through images, diagrams, and text. We discuss the evaluation of various formats of this guide as part of the iterative process to identify a quick-start guide most helpful in supporting gesture performance.


2008 ◽  
pp. 2114-2129
Author(s):  
Merrill Warkentin

The objective of information system security management is information assurance, which means to maintain confidentiality (privacy), integrity, and availability of information resources for authorized organizational end users. User authentication is a foundation procedure in the overall pursuit of these objectives, and password procedures historically have been the primary method of user authentication. There is an inverse relationship between the level of security provided by a password procedure and ease of recall for users. The longer the password and the more variability in its characters, the higher the level of security is that is provided by the password, because it is more difficult to violate or crack. However, such a password tends to be more difficult for an end user to remember, particularly when the password does not spell a recognizable word or when it includes non-alphanumeric characters such as punctuation marks or other symbols. Conversely, when end users select their own more easily remembered passwords, the passwords also may be cracked more easily. This study presents a new approach to entering passwords that combines a high level of security with easy recall for the end user. The Check-Off Password System (COPS) is more secure than self-selected passwords and high-protection, assigned-password procedures. The present study investigates tradeoffs between using COPS and three traditional password procedures, and provides a preliminary assessment of the efficacy of COPS. The study offers evidence that COPS is a valid alternative to current user authentication systems. End users perceive all tested password procedures to have equal usefulness, but the perceived ease of use of COPS passwords equals that of an established high-security password, and the new interface does not negatively affect user performance compared to a high-security password. Further research will be conducted to investigate long-term benefits.


Author(s):  
Merrill Warkentin ◽  
Kimberly Davis ◽  
Ernst Bekkering

The objective of information system security management is information assurance, which means to maintain confidentiality (privacy), integrity, and availability of information resources for authorized organizational end users. User authentication is a foundation procedure in the overall pursuit of these objectives, and password procedures historically have been the primary method of user authentication. There is an inverse relationship between the level of security provided by a password procedure and ease of recall for users. The longer the password and the more variability in its characters, the higher the level of security is that is provided by the password, because it is more difficult to violate or crack. However, such a password tends to be more difficult for an end user to remember, particularly when the password does not spell a recognizable word or when it includes non-alphanumeric characters such as punctuation marks or other symbols. Conversely, when end users select their own more easily remembered passwords, the passwords also may be cracked more easily. This study presents a new approach to entering passwords that combines a high level of security with easy recall for the end user. The Check-Off Password System (COPS) is more secure than self-selected passwords and high-protection, assigned-password procedures. The present study investigates tradeoffs between using COPS and three traditional password procedures, and provides a preliminary assessment of the efficacy of COPS. The study offers evidence that COPS is a valid alternative to current user authentication systems. End users perceive all tested password procedures to have equal usefulness, but the perceived ease of use of COPS passwords equals that of an established high-security password, and the new interface does not negatively affect user performance compared to a high-security password. Further research will be conducted to investigate long-term benefits.


2018 ◽  
Vol 12 (2) ◽  
pp. 87-99 ◽  
Author(s):  
Deborah Wingler ◽  
Herninia Machry ◽  
Sara Bayramzadeh ◽  
Anjali Joseph ◽  
David Allison

Objective: The purpose of this study was to compare the effectiveness of four different design communication media in helping clinical end users understand spatial and functional information and in supporting their ability to provide design feedback. Background: It is critical to involve clinical end users early in the design process to test design solutions and ensure the design of a new healthcare facility supports their ability to deliver high-quality care. Traditional architectural design communication media such as floor plans and perspectives can be challenging for clinical design team members to understand. Physical and virtual mock-ups are becoming more popular as design communication media. However, nominal evidence exists comparing the effectiveness of different design media in supporting clinical end-user engagement and contribution during the design process. Method: An exploratory, qualitative study was conducted with clinical end users to evaluate the effectiveness of four different media commonly used in design communication. Results: Traditional architectural representations convey limited useful information to clinical end users, impacting the amount and type of feedback they can provide. More immersive media, such as physical and virtual mock-ups, support an increasingly holistic understanding of proposed design solutions, inciting more design solutions that range from the inclusion and exclusion of design features to location, position, and functionality of those features. Conclusions: When used in combination, each media can contribute to eliciting clinical end-user feedback at varying scales. The overall preference and higher effectiveness in eliciting design feedback from clinical end users highlights the importance of physical mock-up in communicating healthcare design solutions.


2021 ◽  
Author(s):  
Stéphane Vial ◽  
Sana Boudhraâ ◽  
Mathieu Dumont

BACKGROUND Digital mental health interventions show great potential to alleviate mental illness and increase access to care. However, these technologies face significant problems in terms of adoption. While it is suggested that this issue stems from a lack of user perspective in the development process, several creative design approaches have been developed over the years to consider this important aspect. Still, there have been few examples of creative design approaches and end users' involvement in the development of digital solutions in the field of mental health. OBJECTIVE The main objective of this literature review was to understand how design is considered in e-mental health intervention research. METHODS An exploratory mapping review was conducted among journals with an explicit scope covering mental health and technology. The creative design approaches reported and the core elements of a design activity (i.e., the object, the context, the design process and the actors involved) were examined among the eligible studies. RESULTS 30 studies met the inclusion criteria. 22 studies mentioned using creative design approaches or specific design methods in the development of an e-mental health solution. Approaches reported could be classified as participatory design (n=11), codesign (n=6), user-centered-design (n=5) or specific design methods (n=5). Just about half of the approaches mentioned (n=15/27) were supported by references. It was not possible to associate any creative design approaches with the description made of the main core elements (i.e., process, actors). End users were involved to some extent in all studies. For their part, designers were only involved in 8 studies, which was less than software development teams (n=14). That said, unlike the latter, their presence was noticed throughout the design process. CONCLUSIONS Results show that there are attempts to integrate creative design approaches into the development of e-mental health solutions. However, they rely very little on designers nor design research. Researchers and technology developers should know the underpinnings of creative design methods when choosing an approach over another. They should also consider involving designers to fully implement those methods and approaches.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-31
Author(s):  
Kathryn Hymes ◽  
Jessica Hammer ◽  
Hakan Seyalioglu ◽  
Carol Dow-Richards ◽  
Deidra Brown ◽  
...  

Over 2 million people across the United States are living with aphasia, the loss of language due to acquired brain injury. Aphasia is an invisible disability that may come with negative consequences for communication, community participation, and quality of life. Game-based rehabilitation is a promising solution to address unmet long-term recovery and psychosocial needs for people with aphasia. In this paper, we describe a participatory game design process that engages people with aphasia (PwA) in the creation of three hybrid digital-analog games. We detail methods for facilitating collaboration across language barriers and divergent professional expertise based on interviews and participant observations throughout our iterative design process. We also contribute a set of design principles synthesized from aphasia rehabilitation research, interviews and community data. We conclude with recommendations for pursuing community-empowered aphasia game design for this underserved population based on reflection from our co-design experience.


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