Augmented Reality serious games have become an emerging solution to positively influence the learning experience for children born in the digital age. However, systematic and empirically tested design guidelines for AR serious games remain unexplored. In this study, we investigated the design guidelines by designing and developing four AR serious games with different mechanics inspired by the psychological needs within Self-determination Theory, following with four user studies respectively. In the first study, we explored the AR game concepts by conducting participatory design sessions. In the second study, we investigated how children react to different types of interactions and feedback mechanics in AR serious games with 32 participants. Then, we scrutinized the effect of social interactions in AR serious games on children with 24 participants. Lastly, we designed an AR game with four different versions, tested pathways to immerse children to explore and play in an AR fantasy world with 81 participants. Generally, this research explored the concepts, prototypes, and results of incorporating AR with serious games for children. We realized multiple AR prototypes inspired by SDT and generalized a set of design guidelines, which are intended to help future related designs in AR serious games.INDEX TERMS Augmented reality; elementary education; serious games; design guidelines.
Running is a popular recreational sport, yet for many amateur runners it remains challenging to turn intentions into sustainable running behavior. Although the market offers a myriad of runningrelated devices that aim to motivate runners, these often focus on the training itself and not on overcoming the barriers experienced prior to the run. A better understanding of these barriers to running is essential to identify design opportunities for technologies supporting amateur runners. We conducted two complementary studies among participants of a women-only running event. Combining an online survey (N = 114) and a journey mapping activity (N = 13), we investigated the influence of motivational barriers and enablers in runners' rituals. Based on our findings, we created the Runner's Journey, a visual narrative highlighting actionable design opportunities for running motivation technology. We propose five design recommendations to overcome barriers among amateur runners.
CCS CONCEPTS• Human-centered computing; • Human computer interaction; • HCI design and evaluation methods; • User studies;
Abstract. ADHD is among the most common childhood developmental disorder which may affect the school achievements. Children with ADHD may show symptoms of time perception problems. Although ADHD is a clinical diagnosis with several approaches, no diagnostic tool has been designed to detect the symptoms of time perception problems in ADHD children. A computer game can be a powerful tool to be used as part of the psychological assessment and yield better accuracy in ADHD diagnosis. In this paper, we present our concept of a diagnostic tool on time perception for children with ADHD-symptoms.
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