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Games 4 Resilience



Fares Kayali
igw.tuwien.ac.at/fares
fares@igw.tuwien.ac.at
@faresK
@faresK
Institute of Design and Assessment of
              Technology
      Vienna University of Technology



                          putting 
                          people first...
Who we are

We are a multidisciplinary group 
 
who combines disciplines like 
 
psychology, sociology, informatics,
medical-informatics, design, media
arts, game design and many more...
What we do

We carry out research using user-
centred design approaches:

Identify peoples' needs or new
opportunities.
Design deploy and evaluate new
applications
 
Participative design processes.
Lab and field based methods.
Short and long-term user studies.
We do this because we want to

Find out about motivations and experiences of users.
Understand how to design for acceptance & adoption of new technologies that
enhance everyday life experiences.
Understand the broader ethical and social impact of technologies.
Our Research Areas

Human Computer Interaction & Sustainbaility

Food and Waste at the Home: New Possiblities.

Self & social interaction, reflection, empathy and rapport

eLearning

Gender Studies

Information Visualization
Motivation and behaviour change

We explore more playful and embedded
approaches to encouraging motivation
and behavior change (persuasion and
nudging).

A big challenge is how to combine
design senstitives with theoretical
understandings to inform practical
design solutions that people like & use.
Supporting postive adaptive aging

 Our research interests are on older users' inclusion &
participation, acceptance & adoption of
technologies, motivations and experiences, ethics
and social impact of ICT & aging.
 
We view aging as a positive adaptive developmental
process. We focus on 'living in place' not just 'aging in
place'. We view supporting healthcare needs (eg via
AAL) in the context of other needs (eg social
contact) that contribute to maintaining quality of
life.
Healthcare
We have diverse interests and
experiences in IT for healthcare

from electronic medical records &
clinical systems

• to telecare, Ambient Assisted Living
  (AAL) and rehabilitation systems at
  home
• to self care and health promotion
Game Design Research

Making games is hard work. Often,
mastering the technological hurdles
seems to be the hardest part, when in
fact making a great game is more a
question of careful and thorough game
design. We are researching tools,
strategies and methods to help game
designers achieve their goal - making
games fun! 
Positive Impact Games


Social network game about video-editing to
further social interaction and crosscultural
mobility




A game crowd-sourcing landcover validation
Games for Health


- raise awarenesss to health-related issues

- facilitate living with an illnes or disability

- help cure an illness

- prevent illness
Games should be fun
Designing for kids
Involve your target audience early
Testing, iterating and user involvement
Thank you!


Fares Kayali
igw.tuwien.ac.at/fares
fares@igw.tuwien.ac.at
@faresK
@faresK

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Games4Resilience - Fares Kayali

  • 1. Games 4 Resilience Fares Kayali igw.tuwien.ac.at/fares fares@igw.tuwien.ac.at @faresK @faresK
  • 2. Institute of Design and Assessment of Technology Vienna University of Technology putting  people first...
  • 3. Who we are We are a multidisciplinary group    who combines disciplines like    psychology, sociology, informatics, medical-informatics, design, media arts, game design and many more...
  • 4. What we do We carry out research using user- centred design approaches: Identify peoples' needs or new opportunities. Design deploy and evaluate new applications   Participative design processes. Lab and field based methods. Short and long-term user studies.
  • 5. We do this because we want to Find out about motivations and experiences of users. Understand how to design for acceptance & adoption of new technologies that enhance everyday life experiences. Understand the broader ethical and social impact of technologies.
  • 6. Our Research Areas Human Computer Interaction & Sustainbaility Food and Waste at the Home: New Possiblities. Self & social interaction, reflection, empathy and rapport eLearning Gender Studies Information Visualization
  • 7. Motivation and behaviour change We explore more playful and embedded approaches to encouraging motivation and behavior change (persuasion and nudging). A big challenge is how to combine design senstitives with theoretical understandings to inform practical design solutions that people like & use.
  • 8. Supporting postive adaptive aging  Our research interests are on older users' inclusion & participation, acceptance & adoption of technologies, motivations and experiences, ethics and social impact of ICT & aging.   We view aging as a positive adaptive developmental process. We focus on 'living in place' not just 'aging in place'. We view supporting healthcare needs (eg via AAL) in the context of other needs (eg social contact) that contribute to maintaining quality of life.
  • 9. Healthcare We have diverse interests and experiences in IT for healthcare from electronic medical records & clinical systems • to telecare, Ambient Assisted Living (AAL) and rehabilitation systems at home • to self care and health promotion
  • 10. Game Design Research Making games is hard work. Often, mastering the technological hurdles seems to be the hardest part, when in fact making a great game is more a question of careful and thorough game design. We are researching tools, strategies and methods to help game designers achieve their goal - making games fun! 
  • 11. Positive Impact Games Social network game about video-editing to further social interaction and crosscultural mobility A game crowd-sourcing landcover validation
  • 12. Games for Health - raise awarenesss to health-related issues - facilitate living with an illnes or disability - help cure an illness - prevent illness
  • 15. Involve your target audience early
  • 16. Testing, iterating and user involvement

Hinweis der Redaktion

  1. game researcher & designer
  2. working with people using participative design processes
  3. We are driven by what well designed technology can do to enhance peoples' lives, not by the technology itself especially technologies like mobile, wireless or tangible interfaces.   We have a commitment to people-centred and participatory approaches and to exploring ideas from concept through to deployment and evaluating their impact.
  4. research areas include: HCI and sustainability, gender studies, elearning and more
  5. broad term which includes games for social impact, learning, finding crowd sourced solutions and games 4 health. games 4 resilience belong to that last group and are games for mental health.
  6. Games for health can be split up into four groups. - those games which further health by raising awareness to certain issues thus provoking reflection and change - games which facilitate living with certain disabilities or illness - games which try to actively cure an illness. e.g. by physical training, ensuring treatment adherence, … - games which try to prevent illness by active training and actively encouring a healthy lifestyle games4resilience are situated between the last two categories. they can be treatment to better cope with an existing illness and training to prevent it. also they open up another interesting aspect: diagnosing illness through tracking success in the game
  7. the things mentioned before, especially adherence and training all have one thing in common. they need time. thus games developed for this purpose must provide engaging experiences
  8. different attention spans than adults. -> there's great potential because they might immerse themselves longer but they also might be discouraged more easily if something does not appeal to them at first sightespecially young adolescents are hard to reach. often very easily distracted as your game competes with other games, media and leasure activities
  9. best to go to the target audience beforehand to get a feeling for what appeals to them. let them show you what they play and what other media contents they are interested in. (e.g. media interviews)use that as a basis to drive your imagination. detective game is very suitable to present to children an we’ll do that. it can be printed out and played on paper with one of us acting as the narrator and game.
  10. very early testing is important. see if your game is easy to access and fun. two things often forgotten in academic projects. especially making a game accessible requires a lot of effort, both in design and development costs.you can even take it so far to do participatory design - paper prototyping, level editing tools (detective game)
  11. Serious Games have changed. Have moved from learning games to fun games with subliminal serious aspects.