Gamification of cognitive training: a crowdsourcing- inspired approach for older adults

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Gamification of cognitive training: a crowdsourcing inspired approach for older adults Alberto Mora, Carina González, Joan Arnedo, Alexis Álvarez Universitat Oberta de Catalunya XVII International Conference on Human Computer Interaction, Interacción’16. Salamanca, 15th September, 2016

Transcript of Gamification of cognitive training: a crowdsourcing- inspired approach for older adults

Page 1: 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

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Index

• Introduction

• Gamification: healthcare and wellness

• Gamification: crowdsourcing approaches

• Commercial solutions: analysis

• Preventive Neuro Health

• Design / Architecture

• Conclusion / Work in progress

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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

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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

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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)

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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

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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)

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• 140.000 people (Gamer motivation, Quantic Foundry)

Crowdsourcing

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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)

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Analysis

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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)

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Preventive Neuro Health

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Diseño (capa de gamificación)

• Modelo

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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)

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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

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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

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Design (gamification layer)

• Game-design elements, user preferences (HEXAD user type) and phases

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Design (gamification layer)

• Habit forming products (Eyar, 2014):

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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)

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Design (user interface)

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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

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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

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Diseño (arquitectura)

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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

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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

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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.)

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[email protected] / @amoracarreno