The day started out with Papers about Food and Health, with the last talk the most interesting: Rita Orji showed us the effect of different elements of serious games, on various gamer types. I found it intriguing to see that rewards, for example, can motivate one player to change their behaviour, while it actively discourages another to do so. It seems that there is only one positive element for all types of gamers: self-efficacy (feeling ownership, pride, optimism). There is a table in the paper giving a complete overview.
- Domestic food and sustainable design: a study of university student cooking and its impacts – Clear, Hazas, Morley, Friday, Bates
- Food practices as situated action: exploring and designing for everyday food practices with households – Comber, Hoonhout, van Halteren, Moynihan, Olivier
- Tailoring Persuasive Health Games to Gamer Type – Orji, Mandryk, Vassileva, Gerling
Alt.chi: Ethics was a diverse and highly entertaining section, with talks on HCI studies with animals (ACI?), an attempt to replace public toilet graffiti with micro blogging, and the unique Kirman et al. with their talk from the perspective of the computers: how do they see HCI? As it turns out, the computer overlords are pretty satisfied with several developments that make it easier for them to control the humans and make them work harder. They even managed to bridle us with google glass. How efficient!
- Ethical Issues and Guidelines when Conducting HCI Studies with Animals – Väätäjä, Personen
- “Un-Googling” Publications: The Ethics and Problems of Anonymization – Shlovski, Vertesi
- StallTalk: Graffiti, Toilets, and Anonymous Location Based Micro Blogging – Friedman, Horn
- CHI and the Future Robot Enslavement of Humankind; A Retrospective – Kirman, Linehan, Lawson, O’Hara
Then the last Papers session of the day: Design for Children. I was especially inspired by the beautiful work of Fenne van Doorn, who made a class of primary school children her ‘co-researchers’. They would design a toolkit and questions together, and then the kids would go out and interview the elderly in their community about a shared playground for elderly and children. The children also processed their findings in a persona template. The children were motivated to help, because they were working on improving their playground. Can this model also work in other situations, where the benefit for the co-researchers is perhaps not that obvious?
I also have to take a look at the work of Walsh et al., they have collected existing co-design techniques and evaluated them. This can provide some scaffolding for creating new techniques.
- Design Research by Proxy: using Children as Researchers to gain Contextual Knowledge about User Experience – Van Doorn, Stappers, Gielen
- FACIT PD: A Framework for Analysis and Creation of Intergenerational Techniques for Participatory Design – Walsh, Foss, Yip, Druin