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Adaptive Systems –

Fun For Everyone!

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Dr. Nick Degens

Associate Professor User-Centered Design Hanze University of Applied Sciences

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Goals

Goals

Rules

Rules

Actions

Actions

Methodology

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Goals

Goals

Rules

Rules

Actions

Actions

Methodology

Tool

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Methodology

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There are some important factors to consider with this dimension:

 What kind of feedback does the user receive (right type, place, time)?

 Does the educational content align with the knowledge/skills of the user?

 How does the educational content relate to real world activities?

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There are some important factors to consider with this dimension:  What (kind of games) is the user interested in?

 Is interaction a core aspect of the gameplay (vs. instrumental)?  How is the player motivated to continue playing the game?

 Challenge?  Story?

AS - Educational Tools

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There are some important factors to consider with this dimension:

 How are the game mechanics and the learning objectives aligned (are they even aligned)?

 What is the balance between the entertainment and educational aspects of the game?

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Professorship User-Centered Design

Adaptive SystemsEducational ToolsPersuasive ToolsAffective ToolsNew Technologies

Affordances & InteractionHardware Capabilities

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Train of Thought: switching trains to the right tracks.

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Change the number of different colours used in a level.

Change the number of switches to operate.

Change the interval between two trains.

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The level of difficulty is constant throughout a level, but varies

between levels.

AS – How to vary difficulty?

The level of difficulty is varied online; i.e. it can change while you are

playing the level.

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AS – Some results (and what do they mean?)

Total amount of trains

per version

Total amount of trains that

went into the right station

Percentage

wrong

Wrong station Right station

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Up to you!

What kind of applications can you think that could use cognitive

adaptation (and why)?

What shape would that take?

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AS - What are the problems?

Physical rehabilitation often entails…

… having to practice a set of physical behaviours…… which have to be practised for a long time…… and is not very challenging or interesting.

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AS - Exergames

Exergames are a combination of exertion (physical movements) and

games and stimulate players to perform certain behaviours through

engaging game mechanics.

Definition

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AS - Games of Balance

Example

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AS - One-Off Development

In many exergame development projects, a specific

game is created to work with specific hardware.

This is ineffective in terms of development cost and

limits the range of exercises and users.

The game may become boring after repeated use,

undermining long-term use scenarios.

Issues

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AS - Games of Balance

Example

Evaluation with users and

physiotherapists show promising

results

Generate levels that match the

players’ skills and style

preferences

Generate levels that set the

required exercise numbers per

session

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AS - Creatures of the Forest

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AS - Creatures of the Forest

User behaviour:

practice particular hand and wrist movementsGame mechanics:

navigate through a set of rooms to find the exit (maze)solve puzzles to access other rooms

Mapping:

magic spells control navigation and puzzle interaction Example

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Creatures of the Forest

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Every individual is different – different experience in

computer games, different learning or therapy

requirements, different preferences…

Can you adapt the difficulty of the game to adapt to

how the player is performing?

Can you adapt other aspects – for example, generate

a level for a particular training need?

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AS - Creatures of the Forest

Spells can be custom-mapped onto existing or recorded gestures to practice.

The game demo is controlled using a Leap Motion device, but the setup allows Kinect or Wii-Mote as well.

The game design can generate new levels of interconnected rooms and puzzles using procedural content generation.

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Up to you!

What kind of applications can you think that could use behavioural

adaptation (and why)?

What shape would that take?

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Up to you!

How would you design a tool that makes people more empathic?

What shape would that take?

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New Technologies

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