Human‑Computer Interaction: Designing for All

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (20 March 2023) | Viewed by 35199

Special Issue Editors


E-Mail Website
Guest Editor
Department of Information Technologies and Systems, University of Castilla-La Mancha, Paseo de la Universidad, s/n, 13071 Ciudad Real, Spain
Interests: software engineering in human computer interaction; eLearning; user interfaces; Groupware development

E-Mail Website
Guest Editor
Department of Information Technologies and Systems, University of Castilla-La Mancha, Paseo de la Universidad, s/n, 13071 Ciudad Real, Spain
Interests: human-computer interaction; evaluation of interactive and e-learning systems; eye tracking, educational computing
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Department of Information Technologies and Systems, University of Castilla-La Mancha, Paseo de la Universidad, s/n, 13071 Ciudad Real, Spain
Interests: artificial intelligence; medical expert systems; educational computing; data analysis; Bayesian networks; learning analytics
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

The advances that have taken place in recent years in the field of human–computer interaction have put the focus on human factors and individual differences as elements to be taken into account in order to improve the usability of applications.

Such diversity includes considering a whole spectrum of user needs and/or differences, ranging from simple anomalies in color perception (color blindness) to those related to different types of neurodevelopmental disorders (ASD or ADHD, among others) and their levels of impairment. Diversity in interaction is also related to the age of the end users, which has led to the emergence of fields of growing interest, such as child–computer interaction or support for elderly people, approached from ambient assisted living, without leaving aside aspects related to personality differences, gender, or culture of the potential users of interactive applications. Addressing diversity will lead to a more tailored and personalized user experiences and can be at the basis of building adaptive systems and even be able to influence end-user behavior.

Among all the possible fields in which diversity plays a fundamental role, this Special Issue focuses on the fields of education and medicine in particular, without excluding other possible application domains.

Prof. Dr. Miguel Ángel Duque
Prof. Dr. Ana Isabel Molina
Prof. Dr. Carmen Lacave
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Human-Computer Interaction
  • Human factors in HCI
  • Child-Computing Interaction
  • Gender
  • Usability
  • Accessibility
  • Inclusive design
  • Personality
  • Neurodevelopment disorders
  • Ambient Assisted Living
  • Adaptive systems
  • Persuasive Computing

Published Papers (14 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Jump to: Other

30 pages, 2761 KiB  
Article
Identification of Challenges and Best Practices for Including Users with Disabilities in User-Based Testing
by Boštjan Šumak, Katja Kous, Loïc Martínez-Normand, Jānis Pekša and Maja Pušnik
Appl. Sci. 2023, 13(9), 5498; https://0-doi-org.brum.beds.ac.uk/10.3390/app13095498 - 28 Apr 2023
Viewed by 2095
Abstract
Despite efforts to promote digital inclusion for all, individuals with disabilities continue to experience a significant digital divide. Developing usable and accessible solutions also demands conducting user-based testing with real end users, particularly for users with disabilities, to detect and address real problems [...] Read more.
Despite efforts to promote digital inclusion for all, individuals with disabilities continue to experience a significant digital divide. Developing usable and accessible solutions also demands conducting user-based testing with real end users, particularly for users with disabilities, to detect and address real problems and barriers they experience and improve usability and accessibility based on their feedback through a user-centered approach. When including users with disabilities in user testing, additional attention must be paid to ensure that the testing is planned and carried out in such a way as to enable the successful and efficient integration of users with disabilities. In doing so, it is necessary to consider various restrictions related to users’ disabilities. By conducting a systematic literature review, we collected and analyzed the challenges of including users with disabilities in user-based testing and best practices that researchers can apply in future user-based testing with users with disabilities. In the existing literature, a positive trend toward publishing articles describing testing with users with disabilities is noticeable. There is also an apparent need for more reporting on some phases of the testing studies. The main result of this study is a list of challenges and best practices that are important in the different phases of user-based testing with users with disabilities. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

39 pages, 32732 KiB  
Article
Design and Assessment of an Interactive Role-Play System for Learning and Sustaining Traditional Glove Puppetry by Digital Technology
by Chao-Ming Wang and Shih-Mo Tseng
Appl. Sci. 2023, 13(8), 5206; https://0-doi-org.brum.beds.ac.uk/10.3390/app13085206 - 21 Apr 2023
Cited by 2 | Viewed by 1824
Abstract
As an ancient performing art, the puppet show was popular entertainment for early civilians. However, with the advance of media technology, traditional puppetry declined gradually, and old puppets became relics displayed in museums. In this study, an interactive role-play system for learning and [...] Read more.
As an ancient performing art, the puppet show was popular entertainment for early civilians. However, with the advance of media technology, traditional puppetry declined gradually, and old puppets became relics displayed in museums. In this study, an interactive role-play system for learning and sustaining traditional glove puppetry is proposed. Constructed with RFID and multimedia techniques to replace the traditional static displays of puppetry, the proposed system allows in-person experiencing of operating real puppets of famous roles. Statistical analyses of the comments collected from expert interviews and the users’ answers to a questionnaire survey lead to the following findings: (1) it is easy to understand and operate the puppets as physical interfacing with the system; (2) the interactive system design conforms to the 3E indicators of easiness, effectiveness, and enjoyableness; (3) the users’ experiences of role-plays emulating experts’ puppet shows help learn the knowledge and skills of the traditional puppetry; (4) in-person operations of real puppets and experiences of RFID-based interactive interfacing bring the users feelings of pleasure and senses of achievement as puppet performers; and (5) the content designs and operations of the puppet characters can turn into a fine material for learning the traditional puppetry. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

14 pages, 8759 KiB  
Article
Computer-Based Simulated Learning Activities: Exploring Saudi Students’ Attitude and Experience of Using Simulations to Facilitate Unsupervised Learning of Science Concepts
by Aseel Alhadlaq
Appl. Sci. 2023, 13(7), 4583; https://0-doi-org.brum.beds.ac.uk/10.3390/app13074583 - 04 Apr 2023
Cited by 2 | Viewed by 2250
Abstract
Today, computer-based simulations are widely used in a range of industries and fields for various purposes. They are helpful in testing different scenarios and hypotheses, allowing users to explore the consequences of different decisions and actions. This study aimed to explore the university [...] Read more.
Today, computer-based simulations are widely used in a range of industries and fields for various purposes. They are helpful in testing different scenarios and hypotheses, allowing users to explore the consequences of different decisions and actions. This study aimed to explore the university students’ attitudes and experiences of using simulations to facilitate their unsupervised (without teachers’ support) learning of science concepts. This study involved 566 university students who used online simulations so support their unsupervised learning of science content in physics, chemistry, math, earth science, and biology. The data collected via a cross-sectional survey were analyzed using parametric statistics. The participants of the study showed a high -level of engagement and satisfaction with the use of simulations for unsupervised science learning, suggesting that computer-based simulations have the potential to serve as a user-centered learning interface capable of engaging university students without the teachers’ support. This study did not find a gender-based divide in the students’ experiences. Participants’ independent learning abilities were found to have a significant positive influence on their satisfaction and engagement. The results of this study have theoretical and practical implications for science learning beyond classroom walls. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

23 pages, 3969 KiB  
Article
Player Engagement Analysis of a Business Simulation Game from Physiological, Psychological and Behavioral Perspectives: A Case Study
by Cleiton Pons Ferreira, Carina Soledad González González and Diana Francisca Adamatti
Appl. Sci. 2022, 12(19), 10143; https://0-doi-org.brum.beds.ac.uk/10.3390/app121910143 - 09 Oct 2022
Cited by 2 | Viewed by 2047
Abstract
To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such elements can be analyzed using experimental techniques such as recording [...] Read more.
To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such elements can be analyzed using experimental techniques such as recording attentional aspects or monitoring brain waves and subjective methods such as questionnaires. The objective of this work was to analyze the possible benefits of using a business simulation game (BSG) as a resource to stimulate learning based on the measurement of engagement in its different dimensions, using a hemoencephalogram (HEG) device to monitor cortical activation and the eye tracking (ET), for measuring pupillary dilation, both used concomitantly, in addition to pre- and posttest questionnaires, to record participants’ expectations and perceptions of the game experience. Data collection was carried out with 10 students and professors in the computer engineering course at the University of La Laguna, Spain. The results indicate that critical situations and recurring ethical decisions in the game are important elements of the involvement of participants. In addition, the two devices proved to be suitable as a source of important information in determining the flow and attentional level for BSG. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

20 pages, 16493 KiB  
Article
Human Response to Humanoid Robot That Responds to Social Touch
by Mariko Okuda, Yasutake Takahashi and Satoki Tsuichihara
Appl. Sci. 2022, 12(18), 9193; https://0-doi-org.brum.beds.ac.uk/10.3390/app12189193 - 14 Sep 2022
Cited by 4 | Viewed by 1783
Abstract
Communication robots have been introduced in nursing care, education, and the hospitality sector. In the future, robots will be increasingly integrated into human society, with more opportunities to interact closely with humans. Therefore, investigating the symbiosis between humans and robots is critical. Touch, [...] Read more.
Communication robots have been introduced in nursing care, education, and the hospitality sector. In the future, robots will be increasingly integrated into human society, with more opportunities to interact closely with humans. Therefore, investigating the symbiosis between humans and robots is critical. Touch, including actions, such as shaking hands, holding hands, and touching shoulders are common in most societies. These actions are called the social touch and are common modes of communication. Social touch not only conveys emotions and intentions but also mental and physical effects. Touch considerably influences social relationships: for example, by creating positive impressions and enabling the fulfillment of requests. Since the development of communication robots and other robots capable of physical contact, touch communication between humans and robots has been extensively studied. Although studies have revealed that touching a robot positively influences the impression regarding the robot and induces a relaxed feeling, negative perceptions related to trust on the robot have been reported. Thus, touch interactions between humans and robots are yet to be fully understood. Studies have focused on the effects of touch, such as touching the robot or being touched by the robot. Although interactions with robots that respond to touch, such as hugging behavior, have been studied, few studies have examined the psychological effects of robot responses to other types of touch such as hitting, stroking, and grasping. In this study, a humanoid robot was used to investigate how the reactive behavior exhibited by the robot in response to touch by a participant affects the degree of favorability and intellectual impression toward the robot as well as the sense of accomplishment regarding communication. Participants exhibited high favorability, feeling of relief, and willingness to continue the interaction with robots that exhibited appropriate reactions to the touch of participants. Participants exhibited a positive impression when they decided the touch gesture of the robot rather than when instructed on how to touch it. The results of this study can provide guidelines for improving the design and utilization of robots, such as therapeutic robots, that work alongside humans. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

17 pages, 4038 KiB  
Article
Quantum Water Strider Algorithm with Hybrid-Deep-Learning-Based Activity Recognition for Human–Computer Interaction
by Areej A. Malibari, Jaber S. Alzahrani, Ayman Qahmash, Mohammed Maray, Mohammed Alghamdi, Reem Alshahrani, Abdullah Mohamed and Anwer Mustafa Hilal
Appl. Sci. 2022, 12(14), 6848; https://0-doi-org.brum.beds.ac.uk/10.3390/app12146848 - 06 Jul 2022
Cited by 4 | Viewed by 1464
Abstract
Human action and activity recognition are clues that alleviate human behavior analysis. Human action recognition (HAR) becomes a significant challenge in various applications involving human computer interaction (HCI) and intellectual video surveillance for enhancing security in distinct fields. Precise action recognition is highly [...] Read more.
Human action and activity recognition are clues that alleviate human behavior analysis. Human action recognition (HAR) becomes a significant challenge in various applications involving human computer interaction (HCI) and intellectual video surveillance for enhancing security in distinct fields. Precise action recognition is highly challenging because of the variations in clutter, backgrounds, and viewpoint. The evaluation method depends on the proper extraction and learning of data. The achievement of deep learning (DL) models results in effectual performance in several image-related tasks. In this view, this paper presents a new quantum water strider algorithm with hybrid-deep-learning-based activity recognition (QWSA-HDLAR) model for HCI. The proposed QWSA-HDLAR technique mainly aims to recognize the different types of activities. To recognize activities, the QWSA-HDLAR model employs a deep-transfer-learning-based, neural-architectural-search-network (NASNet)-based feature extractor to generate feature vectors. In addition, the presented QWSA-HDLAR model exploits a QWSA-based hyperparameter tuning process to choose the hyperparameter values of the NASNet model optimally. Finally, the classification of human activities is carried out by the use of a hybrid convolutional neural network with a bidirectional recurrent neural network (HCNN-BiRNN) model. The experimental validation of the QWSA-HDLAR model is tested using two datasets, namely KTH and UCF Sports datasets. The experimental values reported the supremacy of the QWSA-HDLAR model over recent DL approaches. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

19 pages, 3223 KiB  
Article
PlanTEA: Supporting Planning and Anticipation for Children with ASD Attending Medical Appointments
by Patricia Hernández, Ana I. Molina, Carmen Lacave, Cristian Rusu and Abel Toledano-González
Appl. Sci. 2022, 12(10), 5237; https://0-doi-org.brum.beds.ac.uk/10.3390/app12105237 - 22 May 2022
Cited by 5 | Viewed by 2452
Abstract
In people with Autism Spectrum Disorder (ASD), skills related to anticipation and mental flexibility are often impaired, so their thinking tends to be very rigid and their behavior is based on establishing routines. For this reason, children with ASD may show disruptive behaviors [...] Read more.
In people with Autism Spectrum Disorder (ASD), skills related to anticipation and mental flexibility are often impaired, so their thinking tends to be very rigid and their behavior is based on establishing routines. For this reason, children with ASD may show disruptive behaviors when faced with disturbing but necessary activities, such as going to a doctor’s appointment. Therefore, it is very convenient and necessary for their families to prepare in advance for the visit and to explain the details of the procedure to be performed at the consultation. The use of anticipation boards in these situations allows to prepare such situations and to reduce stress for both the ASD child and their families or caregivers. In this context, the use of technology can provide great benefits for anticipating a new event, or whatever risks the control of their routines, as well as enhancing developmental skills such as communication, autonomy, social interaction, etc. This article describes a software tool, for mobile devices such as tablets, that allows the planning of the attendance of children with ASD to the necessary medical appointments throughout their childhood and adolescence, as well as communication with specialists. This app, named PlanTEA, has undergone a preliminary evaluation that has yielded very positive results. Most participants found the app useful in helping to anticipate (94.1%) and improve communication (94.2%) for people with ASD in medical contexts, considered it easy to use, with no technical support needed to use it (almost 100%), and would recommend its use (94.2%). This first evaluation has also allowed us to define the next steps to be taken to improve and enhance this tool and thus reach a wider population within the autistic disorder. As a result of the evaluation carried out and the comments received, it is proposed to extend its use to adult users and those with high-functioning autism, which supposes expanding and extending the functionalities of the current version of PlanTEA. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

20 pages, 9563 KiB  
Article
A Comprehensive Approach of Exploring Usability Problems in Enterprise Resource Planning Systems
by Amna Asif, Deemah AlFrraj and Majed A. Alshamari
Appl. Sci. 2022, 12(5), 2293; https://0-doi-org.brum.beds.ac.uk/10.3390/app12052293 - 22 Feb 2022
Cited by 4 | Viewed by 2778
Abstract
Enterprise Resource Planning (ERP) is a frequently used system among organizations to automate their workflows, and companies’ performances are highly dependent on the ERP system. The usability issues of ERP systems may cause performance degradation, resulting in the company’s loss in terms of [...] Read more.
Enterprise Resource Planning (ERP) is a frequently used system among organizations to automate their workflows, and companies’ performances are highly dependent on the ERP system. The usability issues of ERP systems may cause performance degradation, resulting in the company’s loss in terms of cost. Previously, several studies reported many usability problems of ERP systems. It can be helpful for the developers and designers of ERP systems to use design recommendations as a quick reference to avoid recurrent usability problems of ERP systems. Currently, this area lacks effective consolidation of the previously reported usability problems data. This paper presents a unique approach to developing a precise checklist of ERP usability problems using the topic modeling technique. Our analysis found six different usability problem-related topics that can be generalized for various ERP systems. We have successfully validated our checklist in three different usability studies of ERP systems. The most found usability problems are “difficulty searching and finding desired item/information in interface and error handling” and “missing data and information”. The outcome of our paper is the provision of recommendations to avoid the usability problems of ERP systems and help organizations efficiently prevent frequent issues during the development and maintenance of ERP systems. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

19 pages, 2631 KiB  
Article
Skeleton Motion Recognition Based on Multi-Scale Deep Spatio-Temporal Features
by Kai Hu, Yiwu Ding, Junlan Jin, Liguo Weng and Min Xia
Appl. Sci. 2022, 12(3), 1028; https://0-doi-org.brum.beds.ac.uk/10.3390/app12031028 - 19 Jan 2022
Cited by 27 | Viewed by 2357
Abstract
In the task of human motion recognition, the overall action span is changeable, and there may be an inclusion relationship between action semantics. This paper proposes a novel multi-scale time sampling module and a deep spatiotemporal feature extraction module, which strengthens the receptive [...] Read more.
In the task of human motion recognition, the overall action span is changeable, and there may be an inclusion relationship between action semantics. This paper proposes a novel multi-scale time sampling module and a deep spatiotemporal feature extraction module, which strengthens the receptive field of the feature map and strengthens the extraction of spatiotemporal-related feature information via the network. We study and compare the performance of three existing multi-channel fusion methods to improve the recognition accuracy of the network on the open skeleton recognition dataset. In this paper, several groups of comparative experiments are carried out on two public datasets. The experimental results show that compared with the classical 2s-AGCN algorithm, the accuracy of the algorithm proposed in this paper shows an improvement of 1% on the Kinetics dataset and 0.4% and 1% on the two evaluating indicators of the NTU-RGB+D dataset, respectively. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

18 pages, 720 KiB  
Article
Analysis of Online Social Interactions Based on Positive Reinforcement Social Networks in a K–12 Geometry Class
by Sebastian Romero, Habib M. Fardoun, Victor M. R. Penichet, Maria D. Lozano and Jose A. Gallud
Appl. Sci. 2021, 11(23), 11545; https://0-doi-org.brum.beds.ac.uk/10.3390/app112311545 - 06 Dec 2021
Viewed by 2443
Abstract
Online social networks are part of our daily life. They are widely used among university students. These platforms have positive and negative aspects. Focusing on the positive aspects, positive reinforcement social networks (PRSNs) have been used to improve the participation of high school [...] Read more.
Online social networks are part of our daily life. They are widely used among university students. These platforms have positive and negative aspects. Focusing on the positive aspects, positive reinforcement social networks (PRSNs) have been used to improve the participation of high school students in the classroom. The main objective of this study is to analyze online social interaction on PRSNs, in order to find out if they have a positive impact on classroom participation and students’ self-perceptions of their own social skills, especially in the supposedly difficult STEM (Science, Technology, Engineering and Mathematics) subjects, where engagement tends to be lower. An education-oriented PRSN platform has been developed and used by the experimental group of students to promote discussion and facilitate the sharing of different types of materials. These materials had to be related to students’ academic and professional life, but not necessarily related to Mathematics. A total of 72 Geometry students (K–12) and their teacher participated in a semester-long experimental study. Analyses of the interactions through the proposed platform combined with classroom participation revealed that students from the experimental group showed an improvement not found in the control group. Moreover, perceptions of students’ own online skills were analyzed, showing a positive impact after the experiment. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

22 pages, 1017 KiB  
Article
User Experience Factors for People with Autism Spectrum Disorder
by Katherine Valencia, Cristian Rusu and Federico Botella
Appl. Sci. 2021, 11(21), 10469; https://0-doi-org.brum.beds.ac.uk/10.3390/app112110469 - 08 Nov 2021
Cited by 11 | Viewed by 4212
Abstract
Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with [...] Read more.
Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with disabilities has been a challenge that studies have addressed in recent times. Several studies have evaluated the usability and UX of systems designed for people with ASD using evaluation methods focused on end users without disabilities. In reviewing studies that evaluate systems designed for people with ASD, considering the characteristics of these users, we discovered a lack of particularized UX models. We present a proposal of nine UX factors for people with ASD based on two approaches: (1) the characteristics, affinities, and needs of people with ASD, and (2) design guidelines and/or recommendations provided in studies on technological systems for people with ASD and/or interventions with these users. The nine UX factors for people with ASD provide a theoretical basis from which to adapt and/or create UX evaluation instruments and methods and to generate recommendations and/or design guidelines that are adequate for this context. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

19 pages, 6432 KiB  
Article
What Children with Neuromotor Disabilities Need to Play with Technological Games
by Roberta Nossa, Matteo Porro, Odoardo Picciolini, Matteo Malosio, Simone Pittaccio, Matteo Valoriani, Valentina Asperti, Francesco Clasadonte, Luigi Oliveto, Marta Mondellini, Simone Luca Pizzagalli, Matteo Lavit Nicora, Jacopo Romanò, Fabio Lazzari, Lorenzo Garavaglia, Alessandro Scano, Francesca Fedeli, Eleonora Diella, Sara Meloni and Emilia Biffi
Appl. Sci. 2021, 11(21), 9886; https://0-doi-org.brum.beds.ac.uk/10.3390/app11219886 - 22 Oct 2021
Cited by 5 | Viewed by 2442
Abstract
Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games [...] Read more.
Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games in rehabilitation program, little attention has been paid to their role as pure entertainment. In contrast, the market does not provide videogames that are engaging, accessible, and inclusive. In this context, a survey was distributed to families who have a child with neuromotor limitations to investigate how these children deal with play, in particular with videogames, and what the requirements are for accessible and inclusive videogames. FightTheStroke distributed the questionnaire to families with a child with neuromotor impairments in April 2020. Fifty-six families responded to the survey. The answers revealed that children generally manifest positive feelings when playing with videogames, especially with cooperative ones, even if they are not fully accessible. The survey also collected user needs and suggestions from families about the design of videogames for neuromotor-impaired children. Guidelines derived from the survey are reported for the development of entertaining, inclusive, and accessible videogames, playable by children with neuromotor disabilities. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

Other

Jump to: Research

18 pages, 2543 KiB  
Systematic Review
Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches
by Kristina Magylaitė, Kęstutis Kapočius, Rimantas Butleris and Lina Čeponienė
Appl. Sci. 2022, 12(16), 8188; https://0-doi-org.brum.beds.ac.uk/10.3390/app12168188 - 16 Aug 2022
Cited by 2 | Viewed by 1987
Abstract
Gamification is widely used in various domains as it helps increase user motivation and engagement. Therefore, it is important to ensure that the gamified system meets usability requirements and conforms to user experience and human-centred design guidelines, as poor usability may lead to [...] Read more.
Gamification is widely used in various domains as it helps increase user motivation and engagement. Therefore, it is important to ensure that the gamified system meets usability requirements and conforms to user experience and human-centred design guidelines, as poor usability may lead to undesired side-effects, such as a loss of user retention. Unfortunately, it is not entirely clear what usability guidelines are related to gamified systems and how they depend on the gamification target audience and on the gamified system application domain. This paper provides a systematic review of usability, user experience and human-centred design guidelines for gamified systems. A systematic search was performed in Web of Science, Scopus, IEEE Xplore, ScienceDirect, and ACM Digital Library databases, following the PRISMA guidelines. The results show that most of the recommendations listed in analysed papers are related to improving learnability of gamified systems. Furthermore, the system application domain is generally viewed as very important when making usability-related decisions. The key distinctive gamification application domains are medicine, education, and business. The findings may be useful to usability and gamification researchers, as well as the developers and owners of gamified systems who want to grasp the state of research into the specifics of gamified systems usability. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

16 pages, 549 KiB  
Systematic Review
Characteristics of a Persuasive Educational System: A Systematic Literature Review
by Fernanda Murillo-Muñoz, Christian Navarro-Cota, Reyes Juárez-Ramírez, Samantha Jiménez, Juan Ivan Nieto Hipólito, Ana I. Molina and Mabel Vazquez-Briseno
Appl. Sci. 2021, 11(21), 10089; https://0-doi-org.brum.beds.ac.uk/10.3390/app112110089 - 28 Oct 2021
Cited by 3 | Viewed by 2367
Abstract
The need to compete for users’ attention and provide them with the best user experience has increased the use of persuasion strategies in modern systems. Currently, Persuasive Systems (PSs) promote healthy behavior for well-being, energy consumption, and learning. Although the educational domain has [...] Read more.
The need to compete for users’ attention and provide them with the best user experience has increased the use of persuasion strategies in modern systems. Currently, Persuasive Systems (PSs) promote healthy behavior for well-being, energy consumption, and learning. Although the educational domain has limited investigation compared to other areas, PSs in education have been shown to be effective in motivating students. This paper summarizes the existing evidence on Persuasive Educational Systems (PESs), emphasizing research on the current design methods, evaluation methods, and characteristics. We follow Kitchenham’s method to perform a systematic literature review about PESs published between 2014 and 2020, with 19 relevant studies selected. We highlight some results from the analysis of selected papers such as persuasion strategies, use of a personalized persuasion technique, study of students’ susceptibility to strategies, integration of gamification mechanisms, and proposed tools to design PES. Moreover, we discuss interesting facts such as the common practice of using more than one tool to design PES, aspects of interaction, persuasion, learning, and the challenges in evaluating persuasive impact. Finally, as the main contribution of the paper we identify the seven necessary characteristics to build a persuasive educational system. Full article
(This article belongs to the Special Issue Human‑Computer Interaction: Designing for All)
Show Figures

Figure 1

Back to TopTop