Stratford School of Interaction Design and Business
Permanent URI for this collectionhttps://uwspace.uwaterloo.ca/handle/10012/17630
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Item ABOVE WATER: An Educational Game for Anxiety(Association for Computing Machinery, 2016-10-16) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Ganaba, Marim; Stocco, Melissa; Lee, Alvin; Nacke, LennartWe present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.Item ABOVE WATER: Extending the Play Space for Health(Association for Computing Machinery, 2016-11-06) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, LennartABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.Item ABOVE WATER: Extending the Play Space for Health(Association for Computing Machinery, 2016-11-06) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, LennartABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.Item The aftermath of a crypto-ransomware attack at a large academic institution(USENIX, 2018-08) Zhang-Kennedy, Leah; Assal, Hala; Rocheleau, Jessica; Mohamed, Reham; Baig, Khadija; Chiasson, SoniaIn 2016, a large North American university was subject to a significant crypto-ransomware attack and did not pay the ransom. We conducted a survey with 150 respondents and interviews with 30 affected students, staff, and faculty in the immediate aftermath to understand their experiences during the attack and the recovery process. We provide analysis of the technological, productivity, and personal and social impact of ransomware attacks, including previously unaccounted secondary costs. We suggest strategies for comprehensive cyber-response plans that include human factors, and highlight the importance of communication. We conclude with a Ransomware Process for Organizations diagram summarizing the additional contributing factors beyond those relevant to individual infections.Item CHI PLAYGUE: A Mobile Conference Networking Game(Association for Computing Machinery, 2016-11-06) Fortes Tondello, Gustavo; Wehbe, Rina Renee; Nacke, LennartModern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people's social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.Item CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning(Association for Computing Machinery, 2016-10-16) Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, LennartKnowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.Item CLEVER: Gamification and Enterprise Knowledge Learning(ACM, 2016-10-16) Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, LennartThis paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.Item Curioscape: A Curiosity-driven Escape Room Board Game(CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020-11-02) Tu, Joseph; Durmanova, EkaterinaAre you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule book is possible in a board game context. This means players can start the game without having to learn rules or understand how the game works. This paper describes Curioscape’s conception to release, along with the exploration of replicating escape rooms in a smaller space and investigates if we can use curiosity to create meaningful game design choices.Item Cyberheroes: An Interactive Ebook for Improving Children’s Online Privacy(Scienceopen, 2017-07) Zhang-Kennedy, Leah; Chiasson, SoniaWe designed, illustrated, and developed Cyberheroes, an educational interactive ebook that teaches children about online privacy. The ebook was evaluated with children and parents, and had positive effects on children’s privacy knowledge, and improved their privacy-conscious behaviour.Item Cyberheroes: The Design and Evaluation of an Interactive Ebook to Educate Children about Online Privacy(Elsevier, 2017-07) Zhang-Kennedy, Leah; Abdelaziz, Yomna; Chiasson, SoniaWe designed an educational interactive ebook called Cyberheroes and evaluated it to assess its effectiveness at increasing children’s online privacy knowledge and behaviour, and supporting child-parent privacy-related discussions. We con- ducted a user study with 22 children (aged 7 to 9) and 22 parents that included usability evaluations and privacy knowledge and behaviour assessments with children pre/post-reading and 1-week later. Cyberheroes considerably increased children’s online privacy knowledge and reported privacy behaviour, and led to superior 1-week knowledge retention compared to the text-only control. Fur- thermore, Cyberheroes facilitated longer child-parent privacy discussions during co-reading than the control. Children and parents found Cyberheroes engag- ing, easy to use, and easy to learn. We discuss our interactive ebook’s role in children’s acquisition, retention, and transfer of knowledge, and the role that in- teractivity, previous knowledge, and parental guidance play in children’s online privacy education.Item Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs(Elsevier, 2019-07) Landers, Richard; Tondello, Gustavo F.; Kappen, Dennis L.; Collmus, Andrew; Mekler, Elisa D.; Nacke, LennartBackground and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined imprecisely across the literature. To address this, we present a theory of gamefulness that splits gamefulness into more specific constructs and outlines their effects in a process model. Method We integrate extant literature from psychology, human-computer interaction, and other fields to define gameful design, systems, and experiences. Most critically, we argue that gameful experience is the core focal construct of this theory and define it as an interactive state occurring when a person perceives non-trivial achievable goals created externally, is motivated to pursue them under an arbitrary set of behavioral rules, and evaluates that motivation as voluntary. Results We present six resulting propositions: (1) gameful systems lead to gameful experiences, (2) gameful systems impact psychological characteristics, (3) effective gameful design leads to gameful systems, (4) effective gameful systems lead to behavioral change, (5) appropriate behavioral change causes the distal outcomes gamification designers target, and (6) individual differences moderate the effectiveness of gameful systems. Conclusion Gameful experience theory provides researchers with a unified foundation to study gamification from any social scientific lens.Item Dynamic Personalization of Gameful Interactive Systems(University of Waterloo, 2019-07-17) Fortes Tondello, GustavoGameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes. It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design. Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scale’s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participants’ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application. Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions. Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.Item Elements of Gameful Design Emerging from User Preferences(Association for Computing Machinery, 2017-10-15) Fortes Tondello, Gustavo; Mora, Alberto; Nacke, LennartSeveral studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants’ self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.Item Empirical validation of the Gamification User Types Hexad scale in English and Spanish(Elsevier, 2018-10-13) Fortes Tondello, Gustavo; Mora, Alberto; Marczewski, Andrzej; Nacke, LennartGamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase engagement and generate desired behavioral outcomes in HCI applications. However, some inconclusive results indicate that we need a fuller understanding of the mechanisms and effects of gamification. The Gamification User Types Hexad scale allows us to parse different user motivations in participants� interactions with gameful applications, which are measured using a self-report questionnaire. Each user type represents a style of interaction with gameful applications, for example, if the interactions are more focused on achievements, socialization, or rewards. Thus, by scoring an individual in each one of the user types of the Hexad model, we can establish a profile of user preferences for gameful interactions. However, we still lack a substantial empirical validation of this scale. Therefore, we set out to validate the factor structure of the scale, in both English and Spanish, by conducting three studies, which also investigated the distribution of the Hexad's user types in the sample. Our findings support the structural validity of the scale, as well as suggesting opportunities for improvement. Furthermore, we demonstrate that some user types are more common than others and that gender and age correlate with a person's user types. Our work contributes to HCI research by further validating the utility of the Gamification User Types Hexad scale, potentially affording researchers a deeper understanding of the mechanisms and effects of gameful interventions.Item Engaging Children About Online Privacy Through Storytelling in an Interactive Comic(Scienceopen, 2017-07) Zhang-Kennedy, Leah; Baig, Khadija; Chiasson, SoniaChildren’s privacy is put at risk through online sharing of location-based information. We study the effectiveness of an educational interactive comic on improving 11- to 13-year-old children’s privacy knowledge and behaviour immediately and one week after reading. Children’s privacy knowledge increased after reading either the comic or the text-only control, but the comic promoted superior knowledge retention a week later and was more successful at influencing children’s reported privacy behaviour than the control. Our 22 child-parent pairs found the comic facilitated learning for children, engaging, and easy to use. We discuss the implication on children’s short and long-term knowledge retention and behaviour, and the educational potential of comics at addressing the challenges of privacy and security education for children.Item Financial Literacy through Gameful Design(University of Waterloo, 2021-01-29) Cen, Jian-Lan AndrewCanadians have been found to have little to no expendable income and find debt management difficult. Alongside the growing push towards digital service platforms replacing traditional brick and mortar solutions within the financial industry. Utilizing this motivation, and in partnership with Toronto Dominion (TD) Bank as a part of a MitacsAccelerate Internship, I propose a study to investigate methodologies within gamification and visual rhetorical accommodation to create potential digital solutions that alleviate these user experiences when dealing with financial situations. More specifically, how might we utilized personalization and visual rhetoric design within financial tools and services, in this case, credit cards, to assist the user’s knowledge translation of financial status, which I hypothesize will alleviate negative user debt and spending behaviours. In this work, I conducted an online study following a semi-structured interview with 60participants. Participants were recruited via an online user recruitment platform, UserInterviews. Participants were equally distributed across 4 conditions and a control group. The interview process began by probing participants about their current behaviours with their online banking and credit card platform. The interview then proceeded to present each participant with condition affected replica’s or TD’s online banking platform, Easy-Web. They were asked for initial impressions and presented a scenario in which participants cognitively walked through using the potential platform. First impressions and qualitative data about user experiences were then collected for analysis. Through the analysis, we discovered that users demonstrated positive effects in response to goal-setting oriented solutions and simulations of real-world consequences of their actions. In summary, our work opens up a venue for exploration as the field of gamification expands into financial settings, and provides experienced designers with a set of guidelines that could inform designs within financial settings.Item Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App(ACM, 2020-04-25) Bomfim, Marcela C.C.; Kirkpatrick, Sharon I.; Nacke, Lennart; Wallace, James R.Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric in- take over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri’s Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food- related knowledge, skills, and behaviours that empower an individual to make informed food choices—through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players’ nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.Item A Framework and Taxonomy of Videogame Playing Preferences(Association for Computing Machinery, 2017-10-15) Fortes Tondello, Gustavo; Wehbe, Rina Renee; Orji, Rita; Ribeiro, Giovanni; Nacke, LennartPlayer preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.Item From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats(ACM, 2016-06-21) Zhang-Kennedy, Leah; Mekhail, Christine; Abdelaziz, Yomna; Chiasson, SoniaThe rise in mobile media use by children has heightened parents' concerns for their online safety. Through semi-structured interviews of parent-child dyads, we explore the perceived privacy and security threats faced by children aged seven to eleven along with the protection mechanisms employed. We identified four models of privacy held by children. Furthermore, we found that children's concerns fit into four child-adversary threat models: child-peers, child-media, child-strangers, and child-parents. Their concerns differed from the five threat models held by the parents: child-peers, child-media, child-strangers, child-technology, and child-self. Parents used a variety of protection strategies to minimize children's exposure to external threats. In reality, however, our results suggest that security and privacy risks from an internal family member or a friend are far more common than harm from outsiders.Item The Gamification User Types Hexad Scale(ACM, 2016-10-16) Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, LennartSeveral studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and test-retest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.
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