Advisor: Prof. Fabio Casa3 Co-‐advisor: Dr. Nicola De Pisapia Meta-‐Design for developing persuasive training applica3ons for the personal wellbeing of the elderly University of Trento – DISI – 10 Dec 2012
Exercises’ Metrics Tailored TP App User management Dev API Social Training Persuasive Design Methodology 1. Gamified Training 2. Individual Training 3. Collabora3ve Training 4. Compe33ve Training 7
its variable exercises? How to model Social Network for Compe33on and collabora3on ? How to model metrics obtained from exercises? How to support different visualiza3ons? How to Support Gamifica3on 8
• Serious Games – Rehabilita4on [23] – Neurorehabilita4on [7] • Gamifica4on [24] State of the Art Friendly UI Social Network Context Aware Aler3ng System Gamifica3on 10
Balance Training Plan [12] Exercises: Exercises: Visualiza3on: Visualiza3on: Metrics: Metrics: User feedback (Game) (Instruc3on) Photo gallery Growing flower Mountain hiking Game score We analyzed the requirements of these two real scenarios 15
& ETH Zurich (physical training) TP Model Social Net Model Exercise Indicators Model Implemen3ng core system Philips (soon) Case Study: Varia3on of Ac3ve Brain à 17
• Elders Heterogeneity • Time consuming development • Lack of persuasive methodology What? • Meta-‐Design for developing tailored persuasive training applica3ons How? • Conceptual model of TP and exercises • Conceptual model of exercises metrics • Conceptual model of social training • Pluggable plaoorm and reusable persuasive components For whom? • ICT developers and healthcare experts who develop training applica3ons for ac3ve ageing
– Simplicity [16, 17] – Direct Interac4on [19] • Games – Senior Friendly Games [21] – Serious Games • Rehabilita4on [23] • Neurorehabilita4on [7] – Gamifica4on [24] State of the Art Friendly UI Social Network Context Aware Aler3ng System Gamifica3on 10
• System Prompts – Telephonic follow-‐up [33]] – Medical Compliance [34] – Persuasive Messages [35] State of the Art Friendly UI Gamifica3on Social Network Context Aware Aler3ng System 12
games for the elderly: An introduc3on to ELDERGAMES Project. PsychNology Journal, 4(3):285–308, 2006. [3] Miriam E Nelson et al. The effects of mul3dimensional home-‐based exercise on func3onal performance in elderly people. The journals of gerontology. Series A, Biological sciences and medical sciences, 59(2):154–60, February 2004. [14] Natalia Romero, Janienke Sturm, Tilde Bekker, Linda de Valk, and Sander Kruitwagen. Playful persuasion to support older adultsaˆA ̆Z ́ social and physical ac3vi3es. Interac3ng with Computers, 22(6):485–495, November 2010. [15] Changhoon Park. Intelligent Interface for Elderly Games. Universal Access in Human-‐Computer Interac3on. Intelligent and Ubiquitous Interac3on Environments, pages 704–710, 2009. [17] ACA del Valle and Marion Mesnage. Globally suppor3ng the elderly well-‐being using suitable HCI. Interac3on, 2:3–5, 2005. [19] Ana Vasconcelos, PA Silva, and J Caseiro. Designing tablet-‐based games for seniors: the example of CogniPlay, a cogni3ve gaming plaoorm. . . . on Fun and Games, 3, 2012. [21] Courtney Aison, Gideon Davis, and Jennifer Milner. Appeal and interest of video game use among the elderly. of Educa3on,(May 2002), i-‐28., 2002.
Reis. Serious games for rehabilita3on: A survey and a classifica3on towards a taxonomy. In Informa3on Systems and Technologies (CISTI), 2010 5th Iberian Conference on, pages 1–6. IEEE, 2010. [7] JC Perry, Julien Andureu, and FI Cavallaro. Effec3ve game use in neurorehabilita3on: user-‐centered perspec3ves. of Research on, pages 1–44, 2010. [24] AS Panic. Addressing pa3ent mo3va3on in virtual reality based neurocogni3ve rehabilita3on. (August), 2010. [14] Natalia Romero, Janienke Sturm, Tilde Bekker, Linda de Valk, and Sander Kruitwagen. Playful persuasion to support older adultsaˆA ̆Z ́ social and physical ac3vi3es. Interac3ng with Computers, 22(6):485–495, November 2010. [30] Eng Tat Khoo, Adrian David Cheok, Ta Huynh Duy Nguyen, and Zhigeng Pan. Age invaders: social and physical inter-‐genera3onal mixed reality family entertainment. Virtual Reality, 12(1):3–16, March 2008. [29] Luciano Gamberini et al. Eldergames project: An innova3ve mixed reality table-‐ top solu3on to preserve cogni3ve func3ons in elderly people. In Human System Interac3ons, 2009. HSI’09. 2nd Conference on, pages 164–169. Ieee, 2009. [23] Paula Rego, P.M. Moreira, and L.P. Reis. Serious games for rehabilita3on: A survey and a classifica3on towards a taxonomy. In Informa3on Systems and Technologies (CISTI), 2010 5th Iberian Conference on, pages 1–6. IEEE, 2010. [15] Changhoon Park. Intelligent Interface for Elderly Games. Universal Access in Human-‐Computer Interac3on. Intelligent and Ubiquitous Interac3on Environments, pages 704–710, 2009.
and KC Steiner. Effect of telephone follow-‐up on medica3on compliance. American Journal of Health-‐System Pharmacy, 38(5):676–679, 1981. [34] S. Kripalani, X. Yao, and R.B. Haynes. Interven3ons to enhance medica3on adherence in chronic medical condi3ons: a systema3c review. Archives of internal medicine, 167(6): 540, 2007. [35] R. de Oliveira, Mauro Cherubini, and Nuria Oliver. MoviPill: improving medica3on compliance for elders using a mobile persuasive social game. In Proceedings of the 12th ACM interna3onal conference on Ubiquitous compu3ng, pages 251–260. ACM, 2010. [12] P. Silveira, F. Daniel, F. Casa3, E. van het Reve, and E.D. de Bruin. Ac3velifestyle: an applica3on to help elders stay physically and socially ac3ve. [36] I Khaghani Far, P Silveira, Fabio Casa3, and M Baez. Unifying Plaoorm for the Physical, Mental and Social Well-‐Being of the Elderly. Embedded and Mul3media ..., 2012.
of Cogni3ve Science” Trento and “Ins3tute of Human movement, Science and Sports” ETH Zurich – Gamifica3on (Gamified Training, Serious games) – Social Groups [Compe33ve, collabora3ve] training – Exercise metrics ICT-‐ DISI Cogni3ve Science & ETH Zurich
• Achievement • Progress Visualiza3on 2. TP Builder Unit • Plan exercise • Plan achievement • Assign visualiza3on • Plan system prompts 3. User Management • Create Individual Plan • Create Collabora3ve Plan • Create Compe33ve Plan 4. Trainee Training Plan • follow exercises • Collaborate, Compete 5. Trainee Performance • Game Score • User feedback • … Approach: Meta-‐Design Cooperate Cooperate
life persuade the user (Bj Fogg, 2002) – Familiar interface persuade the elderly (Romero et al. 2010), (Park, 2009) • Simplicity – Replacing text with Icons (Tsai, 2009) – No pre-‐learning (Vale et al., 2005) • Direct Interac4on – Mul3-‐touch (Loureiro et al, 2011) – Natural User Interfaces (Vasconcelos et al, 2012) State of the Art Friendly UI Gamifica3on Social Network Context Aware Aler3ng System
1990) • Senior friendly games – Distant from viola3on, Musical, Historical BG (Aison et al. 2002) – Challenge and compe33on (SchuSer, 2010) – Social Contact and face2face connec3on (Ijesselsteijn et al, 2007) • Serious Games – Rehabilita3on (Rego, 2010) – Neororehabilita3on (Perry, 2010) • Gamifica4on – Gamified rehabilita3on system (Panic, 2010) State of the Art Friendly UI Gamifica3on Social Network Context Aware Aler3ng System