Evaluating the impact of a pattern structure on communicating interaction design advice

2021 ◽  
Author(s):  
Sunil George Abraham
i-com ◽  
2018 ◽  
Vol 17 (3) ◽  
pp. 211-218
Author(s):  
Bernard Robben ◽  
Bardo Herzig ◽  
Tilman-Mathies Klar ◽  
Heidi Schelhowe

AbstractWe propose a framework of Interaction Design for Reflective Experience (RED). “Begreifbare” (graspable, in the sense of tangible and comprehensible) learning environments embody a designed experience that combines abstraction and concreteness, perception and cognition, and thus emphasizes both the impact of tangible, embodied interactions and the importance of symbols and signs for reflective experience. Our framework is based on the categories of space and experience, model and reflection.


2021 ◽  
Vol 5 (6) ◽  
pp. 28
Author(s):  
Nikolaos Pellas ◽  
Stylianos Mystakidis ◽  
Athanasios Christopoulos

A substantial body of literature has well-documented and demonstrated the potential of using three-dimensional (3D) virtual worlds (VWs) across various learning subjects and contexts in primary and secondary (K-12) education. However, little is known when it comes to issues related to child-interaction research and the impact that design decisions have on the user experience (UX), especially when game-based learning approaches are employed in 3DVWs. Hence, in this systematic literature review, we appraise and summarize the most relevant research articles (n = 30) conducted in K-12 settings, published between 2006–2020 and that elicit information related to (a) the interaction design (ID) of game events and trends associated with game elements and features that were utilized for the development and creation of game prototypes, (b) the research methods which were followed to empirically evaluate their teaching interventions, and (c) the design-related issues and factors affecting ID and UX by identifying the most frequent set of learning and game mechanics that were adopted in various game prototypes in different learning subjects. The vast majority of game prototypes enhanced students’ engagement and participation, affecting their achievements positively. This systematic literature review provides clear guidelines regarding the design decisions that educational stakeholders should consider, and provides recommendations on how to assess and evaluate the students’ learning experience (i.e., performance, achievements, outcomes) using 3DVWs.


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Veronique Bailey

Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming. As interaction designers we have to evaluate the impact that video games have on their users. One way that we can do that is by taking a more feminist approach; feminism naturally goes hand in hand with interaction design as it refers to fulfillment, identity, equity, empowerment and social justice. In this paper I evaluate the user satisfaction of female users as they play Assassin’s Creed (An Action Adventure game) in terms of evaluating their levels of fulfillment, identity, equity and empowerment. 


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Manning Li ◽  
Patrick Y.K. Chau ◽  
Lin Ge

PurposeInspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design mechanisms adopted by these applications, this study explores the value of user affective experience mirroring and examines the empowerment effect of meaningful gamification in a psychological self-help system (PSS) that aids people in work stress relief.Design/methodology/approachBased on an analysis of the existing systems and theories in relevant fields, we conducted mixed-method research, involving semi-structured interviews, experience sampling experiments and user bio data triangulations, to identify the benefits of user affective experience mirroring and examine the impact of visual impact metaphor–based (VIM) meaningful gamification on PSS users.FindingsFor a gamified PSS, users generally perceive VIM as arousing more feelings of enjoyment, empathy, trust and usefulness, empowering them to gain more mastery and control over their emotional well-beings, especially with relieving their occupational stress and upbringing their level of perceived happiness. Overtime, VIM-based meaningful gamification further boosts such value of a PSS.Research limitations/implicationsWeaving together meaningful gamification and psychological empowerment theories, the results emphasized that successful empowerment of user through gamification in PSSs relies heavily on whether a deeper and meaningful affective connection can be established with the users, in short, “meaningful gamification for psychological empowerment”. Such an understanding, as demonstrated in our research framework, also sheds light on the design theories for persuasive technology and human influence tactics during human computer interactions.Practical implicationsThe results of the study demonstrate to practitioners how to make the best use of gamification strategies to deeply relate to and resonate with users. Even without complicated game-play design, meaningful gamification mechanisms, such as VIM facilitate the empowerment of users while gaining their appreciation, establishing a deeper connection with them and eventually generating persuasive effects on intended future behavioural outcomes.Social implicationsThe effective management of work-related stress with handy tools such as a VIM-based PSS can be beneficial for many organizations and, to a large extent, the society.Originality/valueThis study proposed and empirically demonstrated the empowerment effect of meaningful gamification for PSS users. In this cross-disciplinary study, theories from different research domains were synthesized to develop a more thorough and multi-faceted understanding of the optimal design strategies for emerging information systems like this VIM-based PSS.


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