Formulating a Serious-Games Design Project for Adult Offenders with the Probation Service

2011 ◽  
Vol 1 (4) ◽  
pp. 1-10 ◽  
Author(s):  
Matthew Ian Bates ◽  
David Brown ◽  
Wayne Cranton ◽  
James Lewis

This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation service. A voluntary participant group of six male offenders was observed over a five week design process using the game authoring software Game-Maker. Weekly meetings have allowed participants to learn basic game authoring skills and share design ideas within a multi-disciplinary team. Investigators have observed the amount and type of assistance required by participants when interacting with new software, the range and suitability of ideas communicated by participants, and the ability of participants to convert their ideas into functional media. This paper presents qualitative results from this exploratory field study and compares the results to previous investigations with secondary school children.

Author(s):  
Matthew Ian Bates ◽  
David Brown ◽  
Wayne Cranton ◽  
James Lewis

This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation service. A voluntary participant group of six male offenders was observed over a five week design process using the game authoring software Game-Maker. Weekly meetings have allowed participants to learn basic game authoring skills and share design ideas within a multi-disciplinary team. Investigators have observed the amount and type of assistance required by participants when interacting with new software, the range and suitability of ideas communicated by participants, and the ability of participants to convert their ideas into functional media. This paper presents qualitative results from this exploratory field study and compares the results to previous investigations with secondary school children.


1999 ◽  
Vol 20 (1) ◽  
pp. 10-15 ◽  
Author(s):  
Babak A. Farshchian ◽  
Monica Divitini

2020 ◽  
Vol 12 (1) ◽  
pp. 58-73
Author(s):  
Sofia Thunberg ◽  
Tom Ziemke

AbstractInteraction between humans and robots will benefit if people have at least a rough mental model of what a robot knows about the world and what it plans to do. But how do we design human-robot interactions to facilitate this? Previous research has shown that one can change people’s mental models of robots by manipulating the robots’ physical appearance. However, this has mostly not been done in a user-centred way, i.e. without a focus on what users need and want. Starting from theories of how humans form and adapt mental models of others, we investigated how the participatory design method, PICTIVE, can be used to generate design ideas about how a humanoid robot could communicate. Five participants went through three phases based on eight scenarios from the state-of-the-art tasks in the RoboCup@Home social robotics competition. The results indicate that participatory design can be a suitable method to generate design concepts for robots’ communication in human-robot interaction.


2020 ◽  
Author(s):  
Bruce D. Malamud ◽  
Faith Taylor

<p>Here we present several teaching demonstrations and hands-on activities for natural hazards. Many methods exist to actively involve students and local community participants, particularly when numbers are large, so that teaching is not just `receiving of information' via monologue talks and using powerpoint. These methods include (a) breaking up into small group discussions, (b) group ‘role playing’ exercises, (c) serious games, (d) hands-on activities, and (e) class demonstrations. This paper concentrates on the latter and includes demos/activities for (a) earthquakes, (b) landslides, (c) tsunamis, (d) volcanoes and (e) weather. Natural hazards demonstrations/activities presented here are mostly inexpensive, have been used in front of large university classes and smaller `break-out groups', and are also appropriate for secondary-school students, university students, and local community communications. We have found that as a teaching tool, students and community participants often become much interested and more excited about what they are learning if use is made of these 5-10 minute class demonstrations or activities, even if only peripherally related to the subject at hand. Resultant discussion with questions and comments by students keeps both the students and the lecturer motivated and intrigued about the subjects being discussed. Days, weeks, and months later, the students remember these `demonstrations', but to set these up takes time, effort, and resources of equipment, although not necessarily a large amount of the latter.</p>


10.2196/28342 ◽  
2021 ◽  
Author(s):  
Josie Povey ◽  
Michelle Sweet ◽  
Tricia Nagel ◽  
Anne Lowell ◽  
Fiona Shand ◽  
...  

2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-25
Author(s):  
Katerina Cerna ◽  
Claudia Müller ◽  
Dave Randall ◽  
Martin Hunker

An extensive literature on participatory design with older adults has, thus far, little to say about the support older adults need when involved in online activities. Our research suggests that to empower older adults in participatory design, scaffolding work has to be done. Scaffolding interactions - creating temporary instructional support to help the learning of participants - is a common approach in participatory design. Yet, when applied in online participatory design with older adults, the traditional understanding of the concept does not match the way older adults' learn. Hence, we argue for a new understanding of this term, which we call situated scaffolding. We illustrate our argument with a case where older adults collaborate online as part of a participatory design project. We unpack the different dimensions of situated scaffolding and discuss how this novel understanding can be used to further inform sustainable participatory design for and with older adults.


i-com ◽  
2018 ◽  
Vol 17 (2) ◽  
pp. 119-135 ◽  
Author(s):  
Susanne Maaß ◽  
Sandra Buchmüller

AbstractSoftware systems meant to support older adults often are not well accepted as they do not meet the expectations and requirements of the target group. An involvement of older adults in system design seems imperative. The project ParTec investigated and evaluated techniques for participatory software development with regard to their suitability for communication and equal cooperation with older adults. With a group of 15 retirees we developed concepts for an online neighbourhood platform. Using various participatory techniques researchers and participants developed a deep common understanding of everyday life in early retirement, determined requirements and co-created design ideas and concepts. We will show that the use of cultural probes with subsequent qualitative interviews forms an ideal starting point and a strong fundament for a participatory design process with older adults.


2012 ◽  
Vol 235 ◽  
pp. 314-318
Author(s):  
Yan Qun Wang ◽  
Bing Chen Zhang ◽  
Han Wu

Hand painted of product design is not a pure creation of art painting. It is a technique method to organize and visual the product design which meets with consumer’s needs with guidance of design thinking and methods. It can rapid expresses design ideas, and examine design project and convey the true effect of the product design. As a designer the basic language of expression, hand painted run through the design process. It plays an important role to enhance the designer thinking. The using of hand painted in product design include enrich the accumulation of design, Inspire design, communication design, depiction of real emotion. It plays an important role to enhance the designer thinking.


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