Games4Resilience Salon
Spielerische Selbstkontrolle und emotionale Kompetenzen fördern
Fares Kayali, Technische Univeristät Wien,
studierte an der TU Wien (PhD), arbeitet aktuell an der Fakultät für Informatik, Institut für Gestaltungs- und Wirkungsforschung, Arbeitsbereich Human Computer Interaction, Technische Universität Wien
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
working with people using participative design processes
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.
research areas include: HCI and sustainability, gender studies, elearning and more
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.
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
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
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
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.
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)
Serious Games have changed. Have moved from learning games to fun games with subliminal serious aspects.