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Serious Games
for Children with Autism
Bart Geelen, Marta Kaczmarczyk, Guilherme Moura, Lennart Overkamp
User System Interaction, 17-12-2015
The Autcome Project
Kentalis
www.kentalis.nl
info@kentalis.nl
Shosho
www.shosho.nl
info@shosho.nl
5. Games 6. Controllers
2. Goals
3. (User)
Research
1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
5. Games 6. Controllers
2. Goals
3. (User)
Research
4. Ideation
7. User
Testing
8.
Conclusions
1. Problem
4W Workshop
To define the problem:
who, what, where, why?
Participants:
Problem
WHO
Autistic children
(7-13)
WHAT
Difficulties with
recognizing,
understanding
and responding
to emotions.
WHERE
During social
interaction
(home, school,
street).
WHY
Social dependence,
burden for family
and teachers.
5. Games 6. Controllers
3. (User)
Research
1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
2. Goals
Goals
#1 : Design digital games that teach autistic children
to recognize, understand and respond to emotions.
Goals
#2 : Explore interactions for a game controller
that inputs emotion.
5. Games 6. Controllers
2. Goals1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
3. (User)
Research
Research
To create a benchmark and serve as
inspiration for our games and controller.
Topics:
games interactions classroom
User Research
To understand the challenges, motivations
and education of autistic children.
Contextual Inquiries:
1 1 1
teacher therapist researcher
Observations:
2 1 1
Shosho therapy classroom
tests session
5. Games 6. Controllers
2. Goals
3. (User)
Research
1. Problem
7. User
Testing
8.
Conclusions
4. Ideation
Ideation
To come up with feasible and educational
concepts for games and controllers.
Brainstorming:
4
USIs
Co-creation:
1 1 1
teacher therapist researcher
6. Controllers
2. Goals
3. (User)
Research
1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
5. Games
Interactive Story
Teaches:
Understanding emotions.
Consequences of behavior.
Emotion Chat
Teaches:
Responding to emotions.
Consequences of showing emotions.
5. Games
2. Goals
3. (User)
Research
1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
6. Controllers
Mouse Dragging
Sliders
Distance Sensors
Joystick
Emotion Cubes
Expression Cubes
Social Scenarios
5. Games 6. Controllers
2. Goals
3. (User)
Research
1. Problem 4. Ideation
8.
Conclusions
7. User
Testing
Individual Tests
To observe the engagement, preferences,
interaction and game understanding of children.
Participants:
4
children
Prototypes tested:
Interactive Story (3x)
Controllers (2x)
Classroom Test
To explore potential of digital games
in classrooms for teaching emotions.
Participants:
8 1
children teacher
Prototype tested:
Emotion Cubes + Social Scenarios
5. Games 6. Controllers
2. Goals
3. (User)
Research
1. Problem 4. Ideation
7. User
Testing
8.
Conclusions
Conclusions
#1 : Games’ difficulty should be easily adaptable to
mental age and progression of children.
Conclusions
#2 : Combining face features is more useful for a
controller than using abstract emotion models.
Conclusions
#3 : Digital games and controllers are a promising tool
for initiating classroom discussions and reflection.
Questions?
we are happy to answer
Thank you!
see you at the exhibition

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Serious Games for Children with Autism

Editor's Notes

  1. (video prototype of Emotion Chat) short video of technology of emotion recognition? https://www.youtube.com/watch?v=8b_rAjO6zgM