Three questions and six elements that help game developers improve the readability of their games, allowing players to reach the 'fun' of the games more quickly.
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An industry conference presentation to the first pan-African game development conference, Africa Comicade, on the subject of interface and interaction design. The talk focuses on 'world readability', using three questions as a debugging guide, and diving in depth about signposting and affordances.
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Your game has two types of content: interactive and non-interactive. Telling the difference is almost never at the heart of your game’s ‘fun’ (engaging content). In this talk we’ll have three simple questions you can use to understand why players lose engagement, and six ways in which they (mis)read your worlds At the end, you’ll have a guide to understanding why your player gets lost ... And how to improve the situation.
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Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
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The increasing popularity of activity trackers has shown a remarkable shift in human computer interaction; individuals seem willing to wear a device that constantly tracks health related metrics such as movement, exercise, sleep, and calorie burnUsing the insights derived from their activity trackers, individuals are expected to be more empowered to set and stick to personal health goals. Whereas theoutcome of using activity trackers is of great importance to both individuals and society at large, there are no empirical studies substantiating this presumption. This study aims to contribute to filling this research gap. Making use of self-regulation theory as theoretical framework, we developed a model that proposes six system specific elements (attractiveness, monitoring, feedback, privacy protection, readability, and gamification) as determinants of health empowerment, and thereof health commitment. Using survey data collected from individuals wearing smart wristbands (N = 210), the model was validated. Overall, the results provide strong support for the health empowering capabilities of smart wristbands. The paper concludes with implications for theory and practice, and some suggestions for future research.
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Research into automatic text simplification aims to promote access to information for all members of society. To facilitate generalizability, simplification research often abstracts away from specific use cases, and targets a prototypical reader and an underspecified content creator. In this paper, we consider a real-world use case – simplification technology for use in Dutch municipalities – and identify the needs of the content creators and the target audiences in this scenario. The stakeholders envision a system that (a) assists the human writer without taking over the task; (b) provides diverse outputs, tailored for specific target audiences; and (c) explains the suggestions that it outputs. These requirements call for technology that is characterized by modularity, explainability, and variability. We argue that these are important research directions that require further exploration
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Objective: Product Information Leaflets (PILs) are an important source of information for patients on their medication, but may cause confusion and questions. Patients then may seek clarification, for instance from pharmacy technicians. The aim of this study was to explore which questions pharmacy technicians get about PIL-related issues, why and when, and how they handle such questions. Methods: an online survey in a panel of 785 Dutch pharmacy technicians. Key results: Net response rate was 37%. PIL-related questions frequently concerned drug actions, problems with use, side effects, intolerances and pregnancy and lactation. Patients who received generic alternatives instead of the branded product they had received previously, also came more often to pharmacy staff with PIL-related questions. The requested information could not always be found in the PIL itself, not even by the pharmacy technicians themselves. They mentioned that the PIL is not easy to read, understand or recall. Conclusions: Pharmacy staff is often approached by patients having difficulties in understanding PILs. Even pharmacy technicians find PILs difficult to read and often use other sources of information. PIL layout and contents should become more standardized and easier to read and understand.
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Among other things, learning to write entails learning how to use complex sentences effectively in discourse. Some research has therefore focused on relating measures of syntactic complexity to text quality. Apart from the fact that the existing research on this topic appears inconclusive, most of it has been conducted in English L1 contexts. This is potentially problematic, since relevant syntactic indices may not be the same across languages. The current study is the first to explore which syntactic features predict text quality in Dutch secondary school students’ argumentative writing. In order to do so, the quality of 125 argumentative essays written by students was rated and the syntactic features of the texts were analyzed. A multilevel regression analysis was then used to investigate which features contribute to text quality. The resulting model (explaining 14.5% of the variance in text quality) shows that the relative number of finite clauses and the ratio between the number of relative clauses and the number of finite clauses positively predict text quality. Discrepancies between our findings and those of previous studies indicate that the relations between syntactic features and text quality may vary based on factors such as language and genre. Additional (cross-linguistic) research is needed to gain a more complete understanding of the relationships between syntactic constructions and text quality and the potential moderating role of language and genre.
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