Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858322
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"This is how I want to learn"

Abstract: This paper presents a project that developed a Serious Game with a Natural User Interface, via a Participatory Design approach with two adolescents with HighFunctioning Autism (HFA). The project took place in a highly specialized school for young people with Special Educational Needs (SEN). The teenagers were empowered by assigning them specific roles across several sessions. They could express their voice as user, informant, designer and tester. As a result, teachers and young people developed a digital educa… Show more

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Cited by 22 publications
(11 citation statements)
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References 34 publications
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“…In total, 8 studies involved an initial onboarding or sensitizing stage to create familiarity with the project topic and team, communicate its goal, and help in understanding the upcoming process [ 22 , 50 , 54 , 68 , 74 , 75 , 78 , 81 ]. This was suggested to build trust between participants, foster user engagement, and make an effective co-design process more likely [ 22 , 81 ].…”
Section: Resultsmentioning
confidence: 99%
See 4 more Smart Citations
“…In total, 8 studies involved an initial onboarding or sensitizing stage to create familiarity with the project topic and team, communicate its goal, and help in understanding the upcoming process [ 22 , 50 , 54 , 68 , 74 , 75 , 78 , 81 ]. This was suggested to build trust between participants, foster user engagement, and make an effective co-design process more likely [ 22 , 81 ].…”
Section: Resultsmentioning
confidence: 99%
“…Mapping between activities and design stages was difficult because activities were used across different design stages and in cases that were not transparent when and why activities were used. For example, (focus) group discussions, the second-most prevalent activity (19 studies), were used as icebreakers [ 45 , 56 ], to generate ideas [ 46 , 50 , 63 ] and reflect on the end product [ 22 , 55 , 57 , 61 ]. In another instance, the fourth-most prevalent activity interviews (used in 17 studies) were used equally formatively to discover and define the problem space [ 41 , 59 , 82 ] and evaluate prototypes or concepts [ 24 , 52 , 53 , 81 ].…”
Section: Resultsmentioning
confidence: 99%
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