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Day 1 17/10/2019
Room #1

Registration 07:00 - 07:30

Welcome 07:30 - 08:00

Keynote Talk- Prof Andrew Manches 08:00 - 09:00

Coffee break 09:00 - 09:30

Session 1 09:30 - 11:00

09:30 - 09:30
Reading to Level Up: Gamifying Reading Fluency

Employing game design elements to create an environment for struggling readers to read accurately, with proper speed and right expression might inspire them to continue practising and help their teachers to incorporate engaging tools to their instructional repertoire for fluent reading. The EU-funded innovation project GameLet aims to develop digital media-based gamification tools to enhance student motivation in self-directed, individual and cooperative learning phases for reading fluency training. A fictional audio play production is one centerpiece of the developed game concept. This paper specifically focuses on the game design ideas related to the Recording Studio, a particular part of this gamified audio play environment, and to discuss mini-games ideas related to it as strategies to improve reading fluency. These gamification ideas exemplify the plethora of available opportunities to gamify the acquisition of reading fluency.
Authors: Digdem Sezen (Rhine-Waal University of Applied Sciences Media Computing Group), Ute Massler (University of Education of Weingarten), Pedro Ribeiro (Rhine-Waal University of Applied Sciences Media Computing Group), Susanne Haake (University of Education Weingarten), Ido Iurgel (Rhine-Waal University of Applied Sciences Media Computing Group), Anabela Parente (Rhine-Waal University of Applied Sciences Media Computing Group),
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10:00 - 10:30
Rethinking the Design of Hotspots in Children’s Digital Picturebooks: Insights from an Exploratory Study

Finding the correct hotspots when interacting with digital picturebooks is oft challenging for children. Here, we present an exploratory study carried out with a group of third graders to inform the design of hotspot icons for a children’s digital picturebook. Based on a selection and analysis of the most commonly used icons in digital picturebooks, especially apps, we created a low fidelity paper prototype to investigate children’s preferences and understanding of the interactive navigation areas, configuration and menus. For this, we invited the children to draw new icons for each hotspot. Based on the analysis of the results we designed a proposal of icons that were implemented in a digital prototype for tablets. The prototype was then validated with a similar group of children, and the results provided valuable insights for the design of hotspots that can be useful for researchers and designers working and developing digital picturebooks.
Authors: Douglas Menegazzi (Federal University of Santa Catarina, Graphic Expression Department), Cristina Sylla (University of Minho - Centre on Child Studies), Stephania Padovani (Federal University of Paraná - Design Department),
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10:30 - 11:00
Children’s tinkering activity with Collapse Informatics: the Internalization of Environmental Consciousness

In the present paper we introduce an activity involving twenty elementary school children aimed at increasing their awareness towards the importance of reusing waste materials. Once that target is achieved, we facilitate children’s purposeful construction of diegetic artefacts and imaginary robots that have environmental purposes. The main goal of the activity is to engage children in tasks through which they begin to reflect on their own future and in particular on how the current choices of the adults can influence the future of their world. The principles of collapse informatics and research through design are the basic key concepts of this project.
Authors: Silvia Torsi (University of Trento and University of Bari "Aldo Moro"), Loredana Verardi (University of Bari "Aldo Moro"), Carmelo Ardito (University of Bari "Aldo Moro"),
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Lunch 11:00 - 12:30

Lunch at Restaurante Panorâmico – University campus

Session 2 12:30 - 14:00

12:30 - 13:00
Question & Answering interface to improve the students’ experience in an e-learning course with a virtual tutor

Question & Answering interface to improve the students’ experience in an e-learning course with a virtual tutor E-learning courses offer, nowadays, opportunities for everyone to study wherever they are. However, asynchronous communication between students and teachers, and the lack of social engagement, leads frequently to a sense of abandonment and, in the limit, to withdrawal as a consequence. To avoid this phenomena, we developed an interface with an anthropomorphic 3D virtual tutor in the Moodle’s e-learning platform. This virtual tutor helps students finding infor-mation in the page of the course, delivers speech and exhibits facial expressions and is able to answer to questions about the course. This paper describes the approach used to implement this Q&A functionality. Having all the course information represented in an ontology, the idea is to transform the original question in a SPARQL query that, when executed on the defined ontology, returns the desired answer.
Authors: João Balsa (Biosystems & Integrative Sciences Institute (BioISI), Faculdade de Ciências da Universidade de Lisboa; Lisboa, Portugal), Luís Neves (Biosystems & Integrative Sciences Institute (BioISI), Faculdade de Ciências da Universidade de Lisboa; Lisboa, Portugal), Maria Beatriz Carmo (Biosystems & Integrative Sciences Institute (BioISI), Faculdade de Ciências da Universidade de Lisboa; Lisboa, Portugal), Ana Paula Cláudio (Biosystems & Integrative Sciences Institute (BioISI), Faculdade de Ciências da Universidade de Lisboa; Lisboa, Portugal),
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Coffee break 14:00 - 14:30

Social event- Gala dinner 15:30 - 19:00

Visit to Ponte de Lima and Welcome Reception at Paço do Vitorino, Free transportation:Bus leaves from / returns to the Campus
Day 2 18/10/2019
Room #1

Session 3 07:30 - 09:00

07:00 - 07:45
Didactic toy for children with special needs

In the last years, technology is getting an important position in the development of new games and toys for children with special needs. In this paper it is presented a con figurable prototype game specially designed for children wih special needs. The toy is capable of producing audio and visual sensations and have more than one playable game. Furthermore, it is an important tool for the therapists, since all gaming plays are tracked and registered in a database to posteriorly being fi ltered and presented using statistic methodologies. It has been tested in real environment with children mainly with cerebral palsy and the feedback is promising enough to take it to the next step, which will be the integration of arti cial intelligence approaches.
Authors: João Salgado (Department of Industrial Electronics - University of Minho), Filomena Soares (University of Minho), Vitor Carvalho (IPCA),
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07:45 - 08:15
Digitally-mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study

Over the past few years, the use of Information and Communication Tech-nologies (ICT) in older adults has been an increasing topic of interest with-in the fields of gerontology and new media. Given the global ageing popula-tion, the educational sector has also been challenged in order to meet the learning needs in older adults, age-related changes in cognition and learning, and different learning styles in formal, non-formal or informal contexts. Us-ing the Delphi method with experts to validate the instruments used for da-ta collection, 33 participant surveying and field notes, this study aims to understand the main requirements for designing digitally-mediated learning environments for active ageing. This paper gives an important insight into Educational Gerontology and ICT by understanding the older adult learner and suggesting the following recommendations to enable them to be active constructors of knowledge: (a) combine information delivered in digital devices with face-to-face learning events; (b) intertwine daily-life phenom-ena with the learning content; (c) offer the possibility to share the learning content with friends and contribute with own content.
Authors: Liliana Vale Costa (University of Aveiro), Ana Isabel Veloso (University of Aveiro), Fernanda Martins (University of Porto),
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08:15 - 09:00
Visual Quotes and Physical Activity Tracking: Can Aesthetic Pleasure Motivate Our Short-term Exercise Motivation?

Empirical studies of activity tracking in HCI research have paid little attention to the impact of the visual presentation of motivational text messages on exercise motivation, even though, these days, motivational texts are often embedded in a visual presentation (such as visual quotes). Herein, we report the results of an online experiment with a total of 368 participants. Contrary to expectations, perceived aesthetic pleasure did not strengthen the motivating capability of perceived positive or neutral motivational text messages on the type of exercise motivation linked to the short-term (on the extrinsic-identified behavior regulation). Findings are discussed in the context of physical activity tracking services.
Authors: Lígia Duro (Madeira Interactive Technologies Institute / Nova University of Lisbon), Evangelos Karapanos (Persuasive Technologies Lab, Cyprus University of Technology, Limassol, Cyprus), Pedro Campos (ITI/Larsys, University of Madeira, Funchal, Portugal), Teresa Romão (NOVA LINCS, DI, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Caparica, Portugal),
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Coffee break 09:00 - 09:30

Session 4 09:30 - 11:00

09:30 - 09:30
From community datamining to enterprising villagers. The transformational effect of a designerly approach within a research project

Using a designerly approach in projects within a wide spectrum of disciplines is increasingly popular. This paper shows a case in where the design approach 1:10:100 is used in a social sciences project and explores the mutual learning that took place. It discusses the added value of using design artefacts (prototypes) in the process and to what level these can be seen as boundary objects. Among the project partners there are two teams of social scientists (German and Dutch) on one hand that were collecting data and worked with abstract thinking processes and a design team who concerned about usability and intervened with design tools on the other hand. The prototypes in the project are reviewed as boundary objects on three levels: to create common ground, to sharpen focus and as window into the future. The learning mechanisms that occur (reflection and transformation) shift the focus in the project from mining data on behalf of a community database towards a tool in which enterprising villagers can show their qualities and entrepreneurship.
Authors: Judith Goor (HAN University of Applied Sciences), Koen Turnhout (HU University of Applied Sciences Utrecht), Marjolein Regterschot (HAN University of Applied Sciences), Michel Hansma (HAN University of Applied Sciences), René Bakker (HAN University of Applied Sciences),
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10:00 - 10:30
Design Experiments in Nonrepresentational VR and Symmetric Texture Generation in Real-Time

Nonrepresentational VR environments present enormous opportunities for offering novel perceptual experiences, but their design can be significantly challenging due to the lack of appropriate tools and methodologies that can aid the designer compared to their representational counterparts. We describe our experience in developing Quoternion and Atypical, two nonrepresentational mobile VR apps focused on exploring a non-objective virtual space. We highlight and justify our design choices and report preliminary results on their efficacy. Furthermore, we describe Symmetricon, our Android app that allows designers to experiment with animated texture design based on the application of plane symmetry groups on real-time camera input and projected on various type of surfaces. All our systems are free and available for public use.
Authors: Nikitas Marinos Sgouros (University of Piraeus, Greece),
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10:10 - 10:30
Raising the Odds of Success for Innovative Product by Experimentation and Utilizing Input of Future User

A critical aspect of product development is inclusion of input from future users/customers. This input is invaluable for identification of innovative product features and functionality due to chaos, lack of predictability and structure that dominate at the first stage of innovative product development process, so-called Fuzzy Front End. This paper reviews the innovative product development challenges and aims to perceive how early-stage prototypes in combination with storytelling can help to better utilize user input and improve product management at the early stage of the process. We organized experiment-driven innovative product development process and immersed three cross-disciplinary product teams in design research and to experience through rapid prototyping. Guided by empirical exploratory study and statistical analysis we explore the accuracy of user input when it is provided based on different product representations (such as sketches, mock-ups and minimum feature set products) with and without storytelling.
Authors: Georgy Laptev (Lomonosov Moscow State University), Dmitry Shaytan (Lomonosov Moscow State University),
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10:30 - 11:00
European video game development and disability: Reflections on data, rights, decisions and assistance

The European Union (EU) is funding the development of computer games for people with disabilities since 2004. Since 2014, the Education, Audiovisual and Culture Executive Agency (EACEA) – as part of the EU – is responsible for the management of development and funding of European Video Games. In 2010 the European Disability Strategy has taken effect. Ever since, the integration of people with disabilities into cultural life as well as learning environments has become one of the main topics in the EU. As computer games are part of both – cultural life and learning environments – the link between people with disabilities and video games are being reflected and discussed in this paper. The results show, that on the one hand the responsibility of the EU and EACEA to include people with disabilities into the development of computer games is taken into account. On the other hand, there is a lack of current quantitative data on people with disabilities playing video games and it remains difficult to say how many people face exclusion. Moreover, assistive technologies are still a niche product. Due to their expensiveness as well as their non-plug-and-play usability, they frequently remain difficult to use. Furthermore, they are often in need of further software changes to use them for playing digital games. Nevertheless, possibilities to link inclusion and technology in educational environments do exist.
Authors: Benedikt Pielenz (Technische Universität Darmstadt),
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Lunch 11:00 - 12:30

Lunch at Restaurante Panorâmico – University campus

Closing session 12:30 - 13:30