Gamification of cognitive training: a crowdsourcing- inspired approach for older adults
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Transcript of Gamification of cognitive training: a crowdsourcing- inspired approach for older adults
Gamification of cognitive training: a crowdsourcing inspired approach for older adultsAlberto Mora, Carina González, Joan Arnedo, Alexis ÁlvarezUniversitat Oberta de CatalunyaXVII International Conference on Human Computer Interaction, Interacción’16.Salamanca, 15th September, 2016
Index
• Introduction
• Gamification: healthcare and wellness
• Gamification: crowdsourcing approaches
• Commercial solutions: analysis
• Preventive Neuro Health
• Design / Architecture
• Conclusion / Work in progress
Introduction
• Dementia, a serious concern for the most advanced word societies in the
world (Prince et al., 2013)
• Progressive syndrome
• Cognitive functions deteriorate beyond normal ageing expectations
• Primary problems:
• Memory, thinking, behaviour and the ability to perform everyday activities
• Secondary problems:
• Emotional, social behaviour and motivation
• Affectation of quality of life and independence
Introduction
• World Health Organization: 7.7 million of new cases every year
• Remoteness from drug therapies (Kueider, Krystal, & Rebok, 2014)
• Dynamic interventions: promoting training tools for stimulation
• Tasks in a monotonous way
• Possibility of gradual improvements
• Demotivation (prevention vs treatment)
• Gamification: powerful technique to engage people and lead to the
therapeutic objectives: adherence to the interventions
Gamification: healthcare and wellness
• Traditional predominance of physical activities
• An increasing relevance by academia in cognitive training and gamification
(48.76%, from 2014 to 2015. Source: Google Scholar)
• European projects:
• DOREMI: aims to design of a gamified cognitive training solution for older people by
using a User-Centered design process
• PERSSILAA: attempts to develop and validate a new service model to screen for
and prevent frailty of older adults, supporting cognitive functioning and by the use of
gamification
• Great difficulty in designing a gamified experience, particularly in healthcare
(Pereira et al., 2014)
Gamification: healthcare and wellness
• Personalization: therapeutic and motivation• Engaging to every participant through gamification is not a silver bullet for all
motivations problems of every older adult (Tondello, Wehbe, & Nacke, 2015)
• Personalization offers system-tailored contents and services to its users, tailoring
content and functionality to a particular user’s need based on a user’s
characteristics (Orji, Vassileva, y Mandryk, 2014)
• The entire gamification system should be designed to come to an end for an
individual player (Nicholson, 2015)
• In practice: “Generic” and ad-hoc designs with a PBL predominance
Crowdsourcing
• Cooperation vs competition
• Definition
• A type of participative online activity in which is proposed to a group of individuals of
varying knowledge, heterogeneity, and number, via a flexible open call, the voluntary
undertaking of a task (Estellés Arolas y González Ladrón-de-Guevara, 2012)
• Older adults, gamification and crowdsourcing:
• A gamified crowdsourcing design promote the engagement of older people (Choi,
Choi, So, Lee, & You, 2014)
• Positive outcomes in the motivation of participants by integrating gamification (Itoko,
Arita, Kobayashi, & Takagi, 2014)
• 140.000 people (Gamer motivation, Quantic Foundry)
Crowdsourcing
Analysis
• Research outcomes and commercial solutions
• Literature review -> unrecommendable issues
• Competitive environments (1)
• Direct comparisons (2)
• Absence of peer reinforcement (3)
• Silver-bullet for all motivational issues (4)
• Generic reinforcements (5)
• Ignorance of rewards (6)
• Enabling distracting elements (7)
• Missing of an involving metaphor (8)
Analysis
Preventive Neuro Health
• ICA-UOC (Gencat Industrial Doctorate Programme)
• A gamified tool which aims to prevent cognitive decline in healthy older adults
or in early stages of dementia, which does not require clinical supervision.
• 42 exercises (alpha version)
• Exercises designed by neuropsychologists (experience in cognitive
rehabilitation with GNPT tool > 3500 patients)
• Covering six cognitive function (and sub-functions)
Preventive Neuro Health
Diseño (capa de gamificación)
• Modelo
Design (gamification layer)
• Design framework (Mora, Zaharias, González, & Arnedo-Moreno, 2015)
• BDD + Lean UX
• Metaphor
• A cooperative system based on a crowdsourcing model
• Users provide individual actions of cognitive training
• +Training -> +Features
• Objectives (non-therapeutic)
• Encouraging a regular performance (create a habit)
• Promoting the best performances (put right interest in it)
• Foregrounding the social-collaborative achievements (an influencer community)
Design (gamification layer)
• User stories: expected behaviours from the user perspective (DCU) from BDD
• SDT (Ryan & Deci, 2000): Autonomy + Competence + Relatedness
• SPARC: assessing intrinsic motivations (+2)
• Autonomy: the exercises must be selectable by older adults
• Relatedness: each exercise performed has some positive impact on the
community
• Competence: ensure that older adults are able to master it effectively
• Sense: exercises make sense to older adults and are coherent with their
cognitive healthcare and well-being
• Purpose: exercises have clear objective from a neuropsychologist perspective
Design (gamification layer)
• Measurement
• Acceptance tests: objectives’ achievement:
• Objective 1 (encouraging a regular interaction): daily active users, daily challenges
passed, weekly sessions completed, training schedule updates and time of use
• Objective 2 (promoting best performances): optional exercises conducted, status
updates, rewards and records
• Objective 3 (promote relationships and cooperation): daily social interactions,
feedback, ratings, reviews and support
Design (gamification layer)
• Game-design elements, user preferences (HEXAD user type) and phases
Design (gamification layer)
• Habit forming products (Eyar, 2014):
Design (user interface)
• Mobile and multi-touch
• Simplicity: light background, dark font, relevant content featured, information
tailored to each functionality,…
• Legibility and hierarchy: bigger fonts, buttons with a largest touchable area,…
• Pattern recognition: actions presented in buttons for intuitive and quickly
identification, use of standard colour of hyperlinks,…
• Help and documentation: previous instructions to identify each block and
functionality, visual description of exercises,…
• Functional flow: interaction flows are very well-defined, reduce the elements of
choice. All the content is presented on the screen (scroll is never used)
Design (user interface)
Design (architecture)
• Technology• Django framework 1.9.4• Python3• HTML5/CSS3• ImpactJS
• Modules• Automatic scheduler• Gamification engine • Analizador de interacción• Gestor de información• Generador de ejercicios
Diseño (arquitectura)
• Automatic scheduler
• Exercise schedule: cognitive states, previous user choices and rating
• Difficulty: tutorial and historical
• Gamification engine
• Game-design elements and engagement cycle management.
• Static data (demographic data and preferences), dynamic (user interaction)
• User Interaction Tracker
• Usability and performance
• Data Manager
• Report generator
• Exercise generator
• Setting values and multimedia contents
Diseño (arquitectura)
Conclusions
• Motivational problems and background
• Gamification: healthcare and wellness
• Cooperative approaches and older adults
• Personalization: therapeutic and motivation (1st approach)
• A literature review and analysis of commercial tools (weaknesses)
• A proposal of a gamified tool which aims to prevent cognitive decline in
healthy older adults or in early stages of dementia
• A design based on a framework from DCU and Agile Methodologies
• Architecture
References
• Prince, M., Bryce, R., Albanese, E., Wimo, A., Ribeiro, W., & Ferri, C. P. (2013). The global
prevalence of dementia: A systematic review and metaanalysis. Alzheimer’s & Dementia, 9(1), 63–
75. http://doi.org/10.1016/j.jalz.2012.11.007
• Kueider, A., Krystal, B., & Rebok, G. (2014). Cognitive Training for Older Adults: What Is It and
Does It Work. Center on Aging at American Institutes for Research, 1–8
• Pereira, P., Duarte, E., Rebelo, F., & Noriega, P. (2014). A review of gamification for health-related
contexts. In Design, User Experience, and Usability (pp. 742–753). Springer International.
http://doi.org/10.1007/978-3-319-07626-3_70
• Tondello, G., Wehbe, R., & Nacke, L. (2015). Towards a Personalized Playful Digital Wellness
Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified
Interactions. In proccedings of CHI PLAY 2015
• Orji, R., Vassileva, J., & Mandryk, R. L. (2014). Modeling the efficacy of persuasive strategies for
different gamer types in serious games for health. User Modeling and User- Adapted Interaction,
24(5), 453–498. http://doi.org/10.1007/s11257-014-9149-8
References
• Estelles Arolas, E., & González Ladrón-de-Guevara, F. (2012). Towards an integrated
crowdsourcing definition. Journal of Information Science, 38(2), 189–200.
http://doi.org/10.1177/0165551512437638
• Itoko, T., Arita, S., Kobayashi, M., & Takagi, H. (2014). Involving senior workers in crowdsourced
proofreading. In Universal Access in Human-Computer Interaction. Aging and Assistive
Environments (pp. 106–117). Springer International. http://doi.org/10.1007/978-3-319-07446-7_11
• Game generation, Quantic Foundry. http://quanticfoundry.com/2016/02/10/gamer-generation/
• Mora, A., Zaharias, P., González, C., & Arnedo-Moreno, J. (2015). FRAGGLE: a FRamework for
AGile Gamification of Learning Experiences. In Games and Learning Alliance conference (GALA
2015). To appear
• Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation,
social development, and well-being. American Psychologist, 55, 68–78.
• Eyar, N. (2014). Hooked: How to Build Habit-Forming Products. (R. Hoover, Ed.)
[email protected] / @amoracarreno