Abstract. We present an exploratory study that compared user feedback obtained from evaluating a mobile application versus a reverse engineered video prototype of this same application. The comparison included qualitative and quantitative data analysis. Questionnaire responses regarding user acceptance (UTAUT [8]) and the overall user experience (AttrakDiff [4]) showed no differences. Qualitative analysis of the comments by potential users yielded similar results. Some differences regarding comments pertaining to the fit of the application to its context of use and appreciation of hedonic qualities, warrant investigation in future research. Usability tests seem better suited to identify issues referring to the functionality and data accessed. Overall the results confirm the validity and usefulness of video prototyping, and can help us develop a better understanding of its strengths and weaknesses.
Abstract-Children with Autistic Spectrum Disorder (ASD) have marked impairments in social interaction. Imitation is a basic social interaction behavior, and mimicking as an element of imitation can be a diagnostic marker for autism and thus a skill that can be targeted by behavioral training. In a comparative study between children with and without autism (n=20), we designed a test that aims to find differences in mimicking expressiveness in a real-life setting. The Wii boxing game was chosen as an environment that can trigger expressiveness in children. Two measures were chosen to rate expressiveness: using observers and using a Microsoft Kinect 3-D camera in combination with motion analysis software. Results from the software tool show that the ASD-group is not influenced by the expressiveness of a confederate, while the control-group is. These results suggest that autistic children do not mimic expressiveness in gameplay and that this can be detected using a software tool.
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