Winners of the Student Competition Awards
Congratulations to the winners of the Student Competitions!
See this PDF file for pictures of the winners and their winning submissions.
Student Research Competition
Jury: Geraldine Fitzpatick (Vienna University of Technology, Austria), Andrea Forte (Drexel University, USA), Youn-Kyung Lim (KAIST, South Korea), Janet Read (University of Central Lancashire, UK), Jens Riegelsberger (Google, USA), Orit Shaer (Wellesly College, USA).
- 1st place: Foot Position as Subconscious Expression at Public Displays, Bernd Huber (KAIST, Korea)
- 2nd place (tied): Real-time Trip Planning with the Crowd, Joey Rafidi (MIT CSAIL, USA)
- 2nd place (tied): Visualizing Performance of Classification Algorithms with Additional Re-Annotated Data, Megan Torkildson (University of Washington, USA)
- 1st place: Human Cognitive Measurement as a Metric within Usability Studies, Michael Crabb (University of Dundee, Scotland)
- 2nd place: ToolScape: Enhancing the Learning Experience of How-to Videos, Juho Kim (MIT CASIL, USA)
- 3rd place: Different Strokes for Different Folks: Individual Stress Response as Manifested in Typed Text, Lisa Vizer (University of Maryland Baltimore County, USA)
Student Design Competition
Jury: Steve Benford (University of Nottingham, UK), Elisa Giaccardi (Delf University of Technology, The Netherlands), Lian Loke (University of Sidney, Australia), Carman Neustaedter (Simon Fraser University, Canada).
- 1st place: Paléo: A Collaborative System for Social Conciliation, Tony Aubé, Hugo Savoie, Mathieu Thériault, Stéphanie Turgeon-Girard (Université Laval, Canada)
- 2nd place: AME-C Raising Awareness for a Life Free of Gender Violence, Joscelin Rojas López, Stephanie López Hayna, Marvelia Gizé Jiménez Guzmán (Design Engineering Universidad Tecnológica de la Mixteca, México)
- 3rd place: Maater: Crowdsourcing to Improve Online Journalism, Mark Baldwin, Stephanie Butler, Raymond Liaw, Ari Zilnik (Carnegie Melon University, USA)
- 4th place: KAVA: The Virtual Experience of Urban Sharing, Nacim Fouad Amirouche, Marie-Christine Lafond, Josianne Lavigne, Marc-André Monette (Université Laval, Canada)
Student Game Competition
Jury: Seth Cooper (University of Washington, USA), Heather Desurvire (User Behavioristics Research, Inc., USA), Magy Seif El-Nasr (Northeastern University, USA)
- Winner of the Games for a Purpose category: Machineers: Playfully Introducing Programming to Children, Henrike Lode, Niels Gamsgaard Frederiksen, Giuseppe Enrico Franchi (IT University, Copenhagen, Denmark)
- Winner of the Innovative Interface category: Squidge: An Integrated Game Controller, Thomas Smith (Culture Lab, School of Computing Science, Newcastle University, United Kingdom)
- Winner of the Innovative Game Design category: ATUM – Applying Multi-layer Game Design and Environmental Storytelling, Marta Clavero Jimenez, Thomas Buijtenweg (International Game Architecture and Design, NHTV University of Applied Sciences, Netherlands)
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- SRZQuantifying and Reducing the Cost of Web Edits
- SRGAdapting Arcade Games for Learning
We explore design techniques for augmenting existing arcade games to motivate learning, and present a preliminary study evaluating retrieval practice in this game setting.Although memory exercises and arcade-style games are alike in their repetitive nature, memorization tasks like vocabulary drills tend to be mundane and tedious while arcade-style games are popular, intense and broadly addictive. This suggests an opportunity to modify well-known, existing arcade games for the purpose of memorization and learning. A key challenge to modifying any existing arcade-style game is the incorporation of learning on top of an already fast-paced, mentally demanding game. This paper presents a web-based vocabulary-drill game, based on Tetris and augmented with speech recognition (Figure 1). To help adult learners acquire new vocabulary, we embed an in-game mechanism that presents vocabulary items to be learned via word-picture associations. Using our working speech recognition prototype, we investigate the extent to which retrieval practice, an educationally effective but cognitively demanding strategy, impacts learning and engagement in this fast-paced game environment.
- SREWhat Makes Online Health Information Credible for Older Adults?: An Exploratory Study
This semi-structured interview study attempted to investigate what markers (or cues) play either positive, negative, or even neutral role in older adults’ credibility assessment of health-related websites.This paper reports on an exploratory study aimed to collect preliminary data on the credibility assessment of health-related online resources by older adults (OAs), which then would be used to develop a population-specific survey instrument and controlled experiments. The paper defines a methodology and reports on preliminary findings on how credibility markers (i.e., cues) play a positive or negative role in OAs’ credibility assessment of health-related websites. Nineteen participants in the semi-structured interviews seemed to perceive health-related websites as most credible when they provided unbiased information, whereas most of the participants showed strong hostilities to advertisements on the websites. The paper also outlines future research directions.
- SRKHuman Cognitive Measurement as a Metric within Usability Studies
This paper uses cognitive factors as a method to analyse user-experience. This is done through a comparative study involving older and younger adults, examining feeling of disorientation felt by users. There has been a growing interest in the impact that age and online abilities can have on an individual’s experience of using the Internet. However, the reliance on these factors has not shown to be entirely conclusive. The current paper develops previous work in this area by using cognitive factors as a method to further analyse user experience. In an experiment, a comparison was drawn between older and younger adults examining Internet experience and multiple cognitive abilities. Overall, the results show that cognitive factors can be used to account for a substantial amount of disorientation felt by users and that these factors can be used to improve the understanding of reasons surrounding web usability. It is also shown that previous Internet experience and confidence differentially effect older and younger adults’ feelings of disorientation, with increased confidence resulting in higher disorientation in younger adults but not older adults.
- SRUSeizure Frequency Analysis Mobile Application: The Participatory Design of an Interface with and for Caregivers
A participatory design study of a seizure frequency analysis mobile application. A participatory research design study using User Centred Design (UCD) was used to create a mobile User Interface (UI) for a system which allows caregivers to capture information of a seizure for someone with complex epilepsy. This study involved potential end users and followed Human Computer Interaction (HCI) principles. Feedback from users demonstrated that the design is intuitive and provides support in managing the patient’s seizure in a way that current systems fail to do.
- SRQCouple Collaboration: a Design Research Exploration
The study aims to investigate how local intimate couples collaborate with each other to accomplish collective tasks in their daily life, and how couple collaboration may differ from workplace teamwork.In the past few years, technologies designed to mediate intimacy have been growing, especially devices that support intimate acts and connectivity between geographically separated couples. However, romantic intimacy has several components, and the majority of couples are co-located, suggesting a design space to be explored. The current study aims to investigate how local intimate couples collaborate with each other to accomplish collective tasks in their daily life, and how couple collaboration may differ from teamwork within the workplace. The research process and findings will be discussed, and design implications for intimate technology will be provided. These insights could be used to explore novel design opportunities to mediate cognitive intimacy and mutuality within a couple.
- SRDFoot Position as Indicator of Spatial Interest at Public Displays
Describes an interaction modality that utilizes foot positions as indicator of spatial interest at public displays. Improves interaction at public displays.Motivated by and grounded in observations of foot patterns in a human-human dialogue, this study explores expressions of spatial interest through feet at public displays. We conducted an observation and recorded user foot orientation and position in a public information display environment leading to data about 84 interaction sessions. Our observations show that characteristic foot patterns can be matched with two user intentions: (A) Users who seek access to specific information, and (B) users who don’t seek specific information. With the goal to detect intention through foot patterns, we classified characteristic foot patterns with a SVM pattern recognition algorithm, which resulted in a detection accuracy of 84.4%. This work can be valuable for researchers designing context-aware public displays.
- SRRSweat-Atoms: Crafting Physical Objects with Everyday Exercise
SweatAtoms is a 3D modeling and printing system where the heartbeat pattern of an individual engaged in a physical activity is utilized in the modeling process of a 3D printed object.In this paper, we introduce a novel idea of associating physical exercise with the creative process of crafting physical objects. Our aim is to harness physical exercise as a source for self-expression. We present Sweat-Atoms, a 3D modeling and printing system, which generates abstract 3D designs using the heart rate patterns of individuals engaged in a physical activity. The crafted physical objects can act as souvenirs and be testimony to the invested human efforts in performing the physical activity. The preliminary responses to the system have been encouraging. Participants liked the crafting of their exercise patterns and they were eager to experiment our system with different physical exercises.
- SRTToolScape: Enhancing the Learning Experience of How-to Videos
ToolScape is a video browsing interface to support learning from how-to videos. Powered by the annotations of a workflow, it enables non-sequential, interactive navigation for video tutorials.Video tutorials on the web have gained popularity in various domains, but most video repositories are not designed to support the unique content and structure of how-to videos. Learners face difficulty in finding relevant videos and applying the skills embedded in a video clip. We introduce ToolScape, a video browsing interface with a storyboard summarization and an interactive timeline. It allows learners to quickly scan, filter, and review multiple videos without having to play them. Learners can also jump to or repeat a particular step within a clip by clicking interactive indices on the timeline. In a within-subjects study where participants engaged in end-to-end design tasks with ToolScape and a control interface based on YouTube, the participants using ToolScape rated their design work higher and showed a higher gain in self-efficacy. External raters ranked designs using ToolScape higher.
- SRNRe-Imagining Persuasion: Designing for Self-Transcendence
This work explores the values underpinning current research in persuasive sustainability as potentially problematic, and offers an alternative approach.The last few years have seen a flurry of persuasive technologies aiming to encourage pro-environmental behaviors. In this study, I critique the dominant means of persuasion by operationalizing and applying the lessons of a robust body of psychology research on values, specifically exploring the kinds of values accommodated by and appealed to with these technologies. Results indicate that these designs overwhelming appeal to Self-Enhancement values, the same strategic approach associated with historically unsuccessful environmental and social campaigns. This insight is used as a springboard for discussion about a radically different, and thus far untried strategy for addressing the challenge of sustainability within persuasive technology research and sustainable HCI more generally.
- SRMSmart Subtitles for Language Learning
Smart Subtitles are interactive subtitles tailored towards helping foreign-language learners learn new vocabulary while watching videos.Language learners often use subtitled videos to help them learn the language. However, standard subtitles are suboptimal for vocabulary acquisition, as translations are nonliteral and made at the phrase level, making it hard to find connections between the subtitle text and the words in the video. This paper presents Smart Subtitles, which are interactive subtitles tailored towards vocabulary acquisition. They provide features such as vocabulary definitions on hover, and dialog-based video navigation. Our user study shows that Chinese learners learn over twice as much vocabulary with Smart Subtitles than with dual Chinese-English subtitles, with similar levels of comprehension and enjoyment.
- SRPReal-Time Conversational Crowd Assistants
We present Chorus, a conversational assistant powered by the crowd. We describe the implementation, and testing of Chorus, and discuss its potential as a means of training automated dialogue systems.When people work together, they converse about their current actions and intentions, building a shared context to inform their collaboration. Despite decades of research attempting to replicate this natural form of interaction in computers, the capabilities of conversational assistants are still extremely limited. In this paper, we investigate how human and machine intelligence can be combined to create assistants that work even in real-world situations. We introduce a crowd-powered conversational interface, called Chorus, that allows users to interact with a group of crowd workers as if they are a single conversional partner. We use Chorus as a personal assistant, and show that our incentive mechanism enables workers to hold consistent conversations and answer 84% of questions accurately. We then discuss a number of potential improvements that can be made by integrating artificial intelligence, and future systems that our work enables.
- SRATheseus: Understanding Asynchronous Code
- SRYMultiverse: Crowd Algorithms on Existing Interfaces
Multiverse allows crowd algorithms to be applied to existing interfaces, reducing programming effort and allowing end-users to directly employ crowdsourcing on interfaces they care about. Crowd-powered systems implement crowd algorithms to improve crowd work through techniques like redundancy, iteration, and task decomposition. Existing approaches require substantial programming to package tasks for the crowd and apply crowd algorithms. We introduce Multiverse, a system that allows crowd algorithms to be applied to existing interfaces, reducing one-off programming effort and potentially allowing end users to directly employ crowdsourcing on the interfaces they care about. Multiverse encapsulates existing applications into cloneable virtual machines (VMs) that crowd workers control remotely. Because task state is captured in the VM, multiple workers can operate simultaneously on separate instances. We demonstrate the utility of this approach by implementing three existing crowd algorithms: (i) branch-and-vote, (ii) find-fix-verify, and (iii) partition-map-reduce. To implement these we introduce new crowd programming patterns: crowd merge and crowd annotate.
- SRLReal-time Trip Planning with the Crowd
We present a real-time crowdsourced trip planning and travel assistant application that uses crowd collaboration and real-time crowd recruitment techniques to plan and re-plan trips based on natural language input.When confronted with an unexpected turn of events or feeling spontaneous, travelers find themselves in need of on-the-spot planning assistance. We present Crowdcierge, a real-time crowd-powered trip planning application. Crowdcierge is capable of both planning new trips and re-planning on the fly based on unstructured natural language input. By using the retainer model, synchronous crowd collaboration, and crowdware, workers are quickly recruited to work together to accurately tag key ideas in a planning mission, plan the itinerary, and re-plan in response to problems that arise during the trip. This paper presents the design of each crowd task in Crowdcierge and preliminary results from the tagging task.
- SRXAccessible Clothing Tags: Designing for Individuals with Visual Impairments
Self-expression through clothing is not readily accessible to those with visual impairments. We contribute a collection of clothing tagging systems that can be used in future research.Self-expression through clothing is inherently visual and is not readily accessible to those with visual impairments. Presently, the best method for conveying information is with high-tech devices that identify fabric colors, but don’t give information about pattern, graphics, washing instructions, or style. Designing clothing tags for the visually impaired user requires that the tags be discreet, comfortable, easy to locate, and that it be reasonably simple to retrieve information from them. With this study we contribute a collection of tagging systems that can be used in future research for the development and testing of fully functional tagging systems that will empower visually impaired users when making clothing decisions.
- SRBHandSonor: A Customizable Vision-based Control Interface for Musical Expression
HandSonor is a novel non-contact and fully customizable control interface for music synthesis. HandSonor uses multiple cameras and a parameter mapping system to transfer hand motions into synthetic instrument sounds.The availability of electronic audio synthesizers has led to the development of many novel control interfaces for music synthesis. The importance of the human hand as a communication channel makes it a natural candidate for such a control interface. In this paper I present HandSonor, a novel non-contact and fully customizable control interface that uses the motion of the hand for music synthesis. HandSonor uses images from multiple cameras to track the realtime, articulated 3D motion of the hand without using markers or gloves. I frame the problem of transforming hand motion into music as a parameter mapping problem for a range of instruments. I have built a graphical user interface (GUI) to allow users to dynamically select instruments and map the corresponding parameters to the motion of the hand. I present results of hand motion tracking, parameter mapping and realtime audio synthesis which show that users can play music using HandSonor.
- SRHMeasuring the Effects of Human Likeness and Eeriness on Empathetic Associations with a Primed Categorization task
An initial step towards identifying emotional empathy towards computer modeled characters by using an affective primed categorization task. The uncanny valley phenomenon  is the tendency to perceive human-looking characters with nonhuman features as eerie. One of its attributed symptoms is a loss of emotional empathy. To investigate this, participants completed an affective priming task with video primes of computer-generated characters subjected to either a harmless or harmful event followed by a word categorization. Participants concluded by rating the characters on humanness, eeriness, warmth, and pleasure to self indices. Harmful events befalling more humanlike or less eerie characters were reported as less pleasant. Although a similar result was observed in the affective priming task, the results did not reach significance.
- SRSVisualizing the Performance of Classification Algorithms with Additional Re-Annotated Data
Performance of classification algorithms in open-ended problems with manual labels is difficult to assess, because both classification and data may have errors. The confusion diamond helps identify both error types.The performance of machine learning (ML) classification algorithms in an open-ended problem with manual labels is difficult to assess, because errors can exist both in the classification and the data. This paper introduces a new visualization, confusion diamond, that exposes both kinds of errors in the context of analyzing affect in chat logs of scientists studying supernovae. I present key design elements of this visualization, relevant usage scenarios, and findings from semi-structured interviews with other members of the research team.
- SRVDifferent Strokes for Different Folks: Individual Stress Response as Manifested in Typed Text
Stress is a part of everyday life, but chronic high stress can have harmful effects. This research leverages keystroke and linguistic attributes of everyday keyboard interactions to monitor cognitive stress. Stress is a part of everyday life, but chronic high stress can have psychological and physiological side effects. Systems that can detect harmful levels of stress could assist users in managing their stress and health. However, current assessments are often obtrusive or require specialized equipment. This research leverages attributes of everyday keyboard interactions to proactively and continuously monitor cognitive function. A laboratory study was conducted where typing samples were collected under stress and no-stress conditions. Keystroke and linguistic features were extracted from the samples and models were constructed for each participant. Correct classification rates ranged from 62% to 88% with a mean of 72%.
- SRFSeek It or Let It Come: How Designers Achieve Inspirations
An empirical study on ten designers about how they achieve design inspirations. Achieving design inspirations can be defined as the process that how designers are ignited with design ideas. It is crucial for designers since this ability partly determines the power of their design. The awareness of what its own design practice is in HCI community calls for more studies on the nature of interaction design, design practices and designers. In this paper, I present my study on designers’ design processes and design philosophy, based on empirical work with ten designers from varied design fields about how they achieve inspirations. The study has provided a practical method for designers about how they can be more inspired, which can help interaction design practitioners to build a healthier way of design thinking.
- SDGPaléo: A Collaborative System for Social Conciliation
Describes an interactive system aiming at conciliating different social classes of a district through collaboration. Allows the users to warm up their hands by connecting to someone else during winter.Québec City’s Saint-Roch District (Canada) is going through an urban and social transformation period. Over the years, the various efforts aimed at revitalizing the district contributed to the creation of a significant divide between the different social classes. The solution we devised, Paléo, is a social impact outdoor interface aiming to bring together the people frequenting the district. By placing users in a collaborative situation toward a common goal, the search for warmth during the cold Québec winter, our system intends to stimulate the evolution of reciprocal perceptions, and thus, improve the quality of the experience in the district.
- SDEXpress: Crowdsourcing Native Speakers to Learn Colloquial Expressions in a Second Language
We present Xpress, a mobile Q&A system that crowdsources native speakers to help second language learners acquire diverse colloquial expressions through asking “context-embedded” questions with the help of multimedia.Many second language (SL) learners want to speak fluently to native speakers. However, formal language education and existing tools are insufficient for learning language for use in daily life. We propose Xpress, a mobile Q&A-based system that crowdsources native speakers to provide everyday expressions to SL learners. To enable native speakers to understand SL learners’ questions, Xpress allows SL learners to compose “context-embedded” questions with the help of multimedia. In addition, Xpress allows SL learners to explore expressions broadly and search for topic-specific expressions. Finally, Xpress provides several facilities to help effective learning of expressions. The results of our study confirm the above design idea and show Xpress’ potential to help SL learners effectively learn colloquial expressions.
- SDDComic Circuit: An Online Community for the Creation and Consumption of News Comics
Describes the research and design of a platform that facilitates creation of comic strips based on news articles. Allows for collaborative design opportunities and the quick, visual consumption of news.News articles present important information in a lengthy, often exclusively textual way, which can be less accessible for teens and young adults looking to scan information quickly. News articles have the potential to reach a wider audience and tell more effective stories if presented in a visual, succinct, and engaging manner. Comics are a medium that can become an alternative to news articles, because their storyboard format has the ability to both inform and excite readers. We propose Comic Circuit, a website where users can create and consume news comics that are based on news articles. Low and medium fidelity prototypes of the system were designed after interviewing expert cartoonists and creating personas of potential users. We used our mid-fi mockups to conduct user testing with young adults, and did additional quality assurance of our design with a quantitative study. We present a high-fidelity prototype of Comic Circuit based on this testing and research. The community of users can benefit from this system by consuming news quickly, gaining recognition for their comic creation work, and expanding their skill set.
- SDMWonder Album: Cultural Awareness Through Knowledge Creation
To start a conversation between international and domestic students beginning University, Wonder Album challenges them to create collaborative photo collages around everyday topics.The visceral or felt experience and its emotional component are essential to conveying cultural experiences. While discovering new information is easy, conveying the emotional aspect of a cultural experience is much more complex and nuanced. This paper outlines a project to convey the felt experience of culturally mediated events through the use of crowd-sourced photo collages. The focus of the project is to help bridge the gap between domestic and international students and promote cultural exchange.
- SDJMarkitup: Crowdsourced Collaborative Reading
Markitup: a crowdsourced reading tool that enables individuals to annotate physical books digitally in a collaborative environment, resulting in a large ecosystem of interlinked information. Visit www.markitup.info for more.People enjoy the sensual and physiological properties of physical books as well as the ease of creating bookmarks and annotations. However, an abundance of annotations can be distracting from the reading experience. With the introduction of e-books, sharing annotations has enabled reading to have a social context, which research has shown to benefit learning and understanding. Using a research through design approach we developed Markitup: a crowdsourced reading tool that enables individuals to read and annotate in a collaborative environment and benefit from the knowledge of the crowd. We found that participants appreciated the combined advantages of the physical artefact, the flexible digital annotations and the social learning context.
- SDBKAVA: The Virtual Experience of Urban Sharing
A solution that will allow technology workers to contribute to the identity of their urban environnement. A duality between virtual and real, that’s the heart of the concept named KAVA.The Saint-Roch district in Québec city, has undergone several major changes in recent years, especially with the increasing number of technology companies in the area. But the individuals who work there are invisible. There is a way for workers to participate in the technoartistic identity of the neighborhood. A solution that will allow them to contribute to the history of this urban restructuring. It is by impregnated their knowledge and expertise to the physical place that technology workers will transmit their identity to the neighborhood. This concept is named KAVA.
- SDLYiVi: A System which Organizes, Promotes and Democratizes Social Participation in the Indigenous Communities in Mexico.
YiVi is a system to improve and to strengthen traditional organization and communication, known as tequio, in Mexican indigenous towns. YiVi is based on technology, a model of collaborative crowd.We present YiVi, a system to improve and to strengthen the traditional organization and communication in the indigenous towns in Mexico. A characteristic of all these collectives is the persistent collaboration and social participation used to improve their community. Our main objective is for these communities to be able to meet their needs through collaboration, thus, maintaining their independence and democratizing decision making. To achieve this we created a terminal focused on the community of Santiago de Yosondúa. Our system will allow communities to consolidate their ways of organization, and people will have the means for social participation and the world will appreciate a model of collaborative crowd, which will be strengthened through technology.
- SDKLet’s Chalk! Strengthening Communities Through Play
System for collaborative distance sidewalk chalk play that connects greenways in different locations. Creates an aesthetic experience that changes perspectives via reflection and strengthened community.Greenways (public outdoor walking and biking paths) are unique communities ripe for collaboration. We propose Let’s Chalk: a system for collaborative distance sidewalk chalk play that connects greenways in different locations to create an aesthetic experience that changes perspectives via reflection and strengthened community.
- SDNStrive: Student-Athletes Transitioning with Camaraderie and Competition
Strive wristband is designed to help student-athletes transition after their eligibility expires by maintaining camaraderie with former teammates through real-time competitions.When a collegiate student-athlete’s athletic eligibility expires, a transitional period follows when student-athletes begin to establish a new identity separate from sport. During the transition, student-athletes lose the opportunity to compete with teammates on a daily basis. We propose Strive, which helps former student-athletes maintain camaraderie with former teammates through real-time, remote competitions.
- SDHMaater: Crowdsourcing to Improve Online Journalism
A system that enables people to correct inaccuracies and biases in online news articles is needed to alleviate the misinformation perpetuated by the fast paced nature of the Internet.A system that acts as a tool to correct inaccuracies and biases in online news articles is needed to alleviate the flow of misinformation perpetuated by the fast paced nature of the Internet. We propose Maater, which counteracts these issues by leveraging crowdsourced corrections and fact checking to help other readers engaged with a particular article better understand it. The system incorporates user-generated in-line commentary and corrections, which are vetted by other readers through a ranking system. Highly ranked comments gain more social value and are prominently displayed. This provides corrections with greater prominence than they are given by news outlets.
- SDFAME-C Raising Awareness for a Life Free of Gender Violence
Presents a system that connects women to change their perspective about violence so they can transform their lives. Gender violence is a problem with serious consequences for women´s rights around the world. It is ever present, but at times hidden and even justified by the very person who suffers the attacks. Very often society silences or condemns those who dare denounce it. AME-C is a system that connects women in the state of Oaxaca, México to change their perspective about violence so they can transform their lives. It tries to give them assistance to help recuperate their lost confidence and make them realize they are not alone. It bonds and motivates communication and collaboration between women, specialists and institutions, generating updated knowledge and understanding which in turn enables institutions to study intimate-partner violence.
- SGVCard Board: A Flexible Environment for Any Game, Anyone, Any Moment
Card Board allows users to play any card-game. It facilitates socially-negotiated play, where rules are determined by players. Its semi-automatic features investigate the tension between automatic and manual in game-design.Card Board is an online application for playing almost any traditional card game without restricting who can change the rules or when. Its design goal is to facilitate socially negotiated play, where the pace and the rules are determined by the players rather than the computer. In its first iteration, Card Board offers a generic simulation of a card deck where almost all actions are manual. In its second iteration, it adds intelligent components to explore the tradeoffs between manual and automatic, and to examine how they can work hand in hand. A “flexible” approach informs the design. Two sub-strategies, versatility and robustness, are introduced and discussed here. The system is described and implications for designing for the unknown are briefly addressed.
- SGKATUM – Applying Multi-layer Game Design and Environmental Storytelling
ATUM explores the literary trope of mise en abyme and the use of meta-references in game design by effectively interconnecting multi-layer gameplay and environmental storytelling. ATUM has been designed to pull the players into a world where they themselves become a layer of the game’s narrative system. It brings a novel take on the point-and-click gameplay in a 3D game environment and it combines it with2D platform-game puzzles. The game plays with the concept of multi-layer game design and adapts the literary trope of mise en abyme into a videogame experience. The story scheme is largely communicated by multiple in-game references across the layers, with an emphasis on using the environment as a designer-authored narrative device to facilitate both immersion, and guiding players towards interaction.
- SGPUmbra: Beyond Avatars: A Gaming Installation using Shadows
Umbra is an installation-based game that uses a semi-transparent screen to create a novel mediated multi-player Kinect experience.This document details the design and development of Umbra, an installation-based game that makes use of a semi-transparent screen projected upon from both sides. The setup enables players to be represented in-game via their shadows, instead of avatars. This document discusses the design of Umbra and how its shadow-as-avatar mechanics advance the gaming industry’s approach to player representation in-game. It focuses on the role avatars play in promoting player immersion and emotional connection in multi-player experiences. Umbra achieves these effects to a greater degree using the player his/herself as avatar, represented through their shadows.
- SGMiSpine: A Motion-Sensing Edutainment System for Improving Children’s Spinal Health
We present iSpine, a Kinect-based edutainment system co-designed with children and domain experts for improving spinal health through motion-based therapeutic exercises and educational content.We present iSpine, a Kinect-based edutainment system co-designed with children and domain experts for improving spinal health through motion-based therapeutic exercises and educational content. Our system incorporates a reward system and a pet-based storyline to motivate users and was conducted over a 4-week field study with 7 children. Our contributions and results are as follows : 1) children had significantly improved their asymmetry in range of motion (ROM) – an important indicator for diagnosing scoliosis – from 19 ◦ to 7 ◦, 2) significantly improved their scores on spinal health concepts from 78% to 94%, 3) strongly favored iSpine to the current spinal health curriculum, and 4) showed strong interest in using iSpine daily.
- SGRMachineers: Playfully Introducing Programming to Children
Machineers is the result of a design experiment attempting to find the best combination of design and learning theories to create an educational game that provides an optimal learning experience.In this document, the authors present the concept of the design experiment Machineers, a game that is intended to serve as an example of a good educational game by combining a set of game design principles with beneficial learning approaches.
- SGFForgotten Island: A Story-Driven Citizen Science Adventure
Forgotten Island is a story-driven purposeful game that engages the public in species classification. It is part of an NSF-funded project to explore the citizen science phenomenon.Forgotten Island, a citizen science video game, is part of an NSF-funded design science research project, Citizen Sort. It is a mechanism to help life scientists classify photographs of living things and a research tool to help HCI and information science scholars explore storytelling, engagement, and the quality of citizen-produced data in the context of citizen science.
- SGDCelestia: A Vocal Interaction Music Game
Incorporating audio visualization technique, Celestia uses voice input based on pitch detection as a primary means of control, and provides insight into innovation of vocal interaction.Voice is one of the most natural means of expression and the vocal interaction is gaining popularity in game development field. In this paper, we present Celestia, a vocal interaction music game that detects different pitches to trigger specific visual events, and explain the design and development phases of it.
- SGTSquidge: An Integrated Game Controller
CHI Games Competition entry in which we design the physical interface as part of the game design space, spanning narrative and mechanics across the virtual and physical.Interface is very important to the play experience of a video game; a poor interface can undergo breakdown, breaking the player from being immersed and ruining their experience. In this project we consider the physical interface as an integrated element of the game design which allows us convey the narrative through mechanics across the physical and digital interface. Focusing on the concept of physical restriction, we have created a game in which the mechanics, narrative and interface are designed together in an attempt to create a unique play experience.
- SGHWake Up Call
Wake Up Call is a short interactive piece that aims to convey the experience that takes place in a comatose man’s mind.In this abstract, we will introduce Wake Up Call, a short interactive piece that aims to convey the experience that takes place in a comatose man’s mind. As the man’s mind is trying to wake up back to consciousness, the player observes and drives its attempts to reconstruct its basic capabilities, which are represented as surrealist puzzles that the player has to overcome in order to progress. Wake Up Call aspires to explore how ludic mechanics can be used to create metaphors that express poetic meanings, while engaging the player in the experience in the immersive way that only an interactive medium can realise. Wake Up Call has been publicly released in October 2012 and is available to play with no price attached.