In this research, we investigate consumer responses to technology-enhanced storytelling marketing via augmented digital humans in two different contexts. We test the role of an augmented digital human stimulus as a moderator for storytelling satisfaction in a technology-enhanced retail complex. Building on visual perception theory and information processing theory, the findings from our study reveal sequential links between the four realms of experience economy theory in a mixed reality environment and subsequent effects on storytelling satisfaction, which in turn are boosted by digital human storytelling. Overall, our findings reveal that digital human storytelling is an effective long-term marketing strategy in technology-enhanced environments.
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This article describes how the 4 period rooms of the city museum in the Dutch town of Bergen op Zoom were redesigned using storytelling and how this design has been received by visitors. For this redesign, rooms were reframed as sets of the story of Marie Anne van Arenberg, Marquise of Bergen op Zoom, and the objects as props to stage her story, which was full of secrets and of unexpected turning points. The visitor is enticed to discover cues to unlock these secrets in order to get a grip on her story while exploring the museum space. This is however not a treasure hunt, nor simply a game, but an exploration in which visitors are invited to discover and to create meaning and a journey into what matters to them. To this end, they have indeed to resort to their own frame of reference and to their personal life story in order to come to a narrative closure at the end of their visit. We used Interpretative Phenomenological Analysis to understand the visitors’ lived experience, both emotionally and sensorially at different moments and situations during the story-driven experience and to understand how the chosen design helps tell the story and how visitors use their personal context and frame of reference to make sense of it.
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In recent years, the use of visualizations or infographics in the news has become increasingly popular. We know, however, surprisingly little about how news consumers use and appreciate news visualizations. We apply a mixed-method approach to answer these two questions. First, we conduct an eye-tracking study that measures use, by means of direct attention to visualizations on three different news platforms (print newspaper, e-newspaper on tablet, and news website). Second, we conduct focus groups and a survey among readers of three news media to study the extent to which news consumers actually value the inclusion of visualizations in the news. Our results show that news consumers do indeed read news visualizations, regardless of the platform on which the visual is published. We also find that visualizations are appreciated, but only if they are coherently integrated into a news story and thus fulfill a function that can be easily understood. With this study, we provide the first comprehensive picture of the usefulness of information visualizations in the news, and contribute to a growing literature on alternative ways of storytelling in journalism today.
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In recent years, the use of visualizations or infographics in the news has become increasingly popular. We know, however, surprisingly little about how news consumers use and appreciate news visualizations. We apply a mixed-method approach to answer these two questions. First, we conduct an eye-tracking study that measures use, by means of direct attention to visualizations on three different news platforms (print newspaper, e-newspaper on tablet, and news website). Second, we conduct focus groups and a survey among readers of three news media to study the extent to which news consumers actually value the inclusion of visualizations in the news. Our results show that news consumers do indeed read news visualizations, regardless of the platform on which the visual is published. We also find that visualizations are appreciated, but only if they are coherently integrated into a news story and thus fulfill a function that can be easily understood. With this study, we provide the first comprehensive picture of the usefulness of information visualizations in the news, and contribute to a growing literature on alternative ways of storytelling in journalism today.
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Preschool children's vocabulary mainly develops verbal through interaction. Therefore, the technology-enhanced storytelling (TES) activity Jeffy's Journey is developed to support parent–child interaction and vocabulary in preschool children. TES entails shared verbal storytelling supported by a story structure and real-time visual, auditory and textual prompts on a tablet computer. In this exploratory study, we investigated how TES influenced parent–child interaction and vocabulary. An experimental pretest-intervention-posttest design was followed with 44 3-year-old children and their parents in the experimental group and 27 peers in the control group. Results revealed that TES stimulated active child involvement and generated parent–child interaction, yet a great variety in TES characteristics both in time spent and usage of prompts was found among participants. Dyads that spent more time on story phases showed more and higher quality parent–child interaction. The usage of prompts was associated with improved parent–child interaction quality. Finally, an effect of TES was evidenced on children's productive vocabulary knowledge. To conclude, this study demonstrates that TES can be considered as a promising context for fostering parent–child interaction and children's vocabulary development.
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Terms like ‘big data’, ‘data science’, and ‘data visualisation’ have become buzzwords in recent years and are increasingly intertwined with journalism. Data visualisation may further blur the lines between science communication and graphic design. Our study is situated in these overlaps to compare the design of data visualisations in science news stories across four online news media platforms in South Africa and the United States. Our study contributes to an understanding of how well-considered data visualisations are tools for effective storytelling, and offers practical recommendations for using data visualisation in science communication efforts.
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Introduction: Visuospatial neglect (VSN) is common after stroke and can seriously hamper everyday life. One of the most commonly used and highly recommended rehabilitation methods is Visual Scanning Training (VST) which requires a lot of repetition which makes the treatment intensive and less appealing for the patient. The use of eHealth in healthcare can increase options regarding improved treatment in the areas of patient satisfaction, treatment efficacy and effectiveness. One solution to motivational issues might be Augmented Reality (AR), which offers new opportunities for increasing natural interactions with the environment during treatment of VSN. Aim: The development of an AR-based scanning training program that will improve visuospatial search strategies in individuals affected by VSN. Method: We used a Design Research approach, which is characterized by the iterative and incremental use of prototypes as research instruments together with a strong human-centered focus. Several design thinking methods were used to explore which design elements the AR game should comply with. Seven patients with visuospatial neglect, eight occupational therapists, a game design professional and seven other healthcare professionals participated in this research by means of co-creation based on their own perspectives. Results: Fundamental design choices for an AR game for VSN patients included the factors extrinsic motivation, nostalgia, metaphors, direct feedback, independent movement, object contrast, search elements and competition. Designing for extrinsic motivation was considered the most important design choice, because due to less self-awareness the target group often does not fully understand and accept the consequences of VSN. Conclusion: This study produced a prototype AR game for people with VSN after stroke. The AR game and method used illustrate the promising role of AR tools in geriatric rehabilitation, specifically those aimed at increasing the independence of patients with VSN after stroke. 2020 The Authors. Publishing services by Elsevier B.V. on behalf of KeAi Communications Co. Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
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This deaf-led work critically explores Deaf Tech, challenging conventional understandings of technologies ‘for’ deaf people as merely assistive and accessible, since these understandings are predominantly embedded in medical and audist ideologies. By employing participatory speculative workshops, deaf participants from different European countries envisioned technologies on Eyeth - a mythical planet inhabited by deaf people - centered on their perspectives and curiosities. The results present a series of alternative socio-technical narratives that illustrate qualitative aspects of technologies desired by deaf people. This study advocates for expanding the scope of deaf technological landscapes, emphasizing the needs of establishing deaf-centered HCI, including the development of methods and concepts that truly prioritize deaf experiences in the design of technologies intended for their use.
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