| Literature DB >> 31804185 |
Joaquim Santos1, Mário Vairinhos1, Luis M T Jesus1.
Abstract
BACKGROUND: A prototype of a tangible user interface (TUI) for a fishing game, which is intended to be used by children with speech sound disorders (SSD), speech and language therapists (SLTs), and kindergarten teachers and assistants (KTAs) and parents alike, has been developed and tested.Entities:
Keywords: children; exploratory test; speech sound disorders; tangible artefact
Year: 2019 PMID: 31804185 PMCID: PMC6923759 DOI: 10.2196/13861
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Types of users, their permissions and possible actions within the prototype.
Figure 2One of the Smileyometers used.
Figure 3Digital and physical activity assets.
Figure 4Relevant functional components of the fishing game tangible interface.
Figure 5The different screens of the activity.
Figure 6Web companion screen.
Figure 7The prototype ready to go.
Figure 8Technological and software requirements diagram.
Figure 9The final iteration of the fish basket, from prototype (top-left corner) to the final result.
Prototype usability observation parameters.
| Observation parameters | Observation results |
| Was the player able to identify and recognize the game and its objectives? |
A total of 2 out of the 6 children tested immediately identified the game. The others were not vocal enough to demonstrate whether if they knew what they were playing, and the SLTsa (who remained present for the whole duration of the test) or the KTAsb identified the game for them. They all knew the “classic” objectives and assumed that the novel elements (treasure chest, octopus, and crabs) had a similar value and role as the fish. Only 1 player and 1 Speech and Language Therapist noticed that the unusual elements had different score behaviors. A player even said that she liked this game more than the classic that she had at home: “The one I have at home is a blanket and we can stand on it and fish with our hands. But this one is more fun!” – [CT, aged 6 years]. When asked why, she replied that this had a larger variety of sea creatures and some stole points (this child caught an octopus and noticed that it had halved her score). She went on to say to the Kindergarten Teacher that she should buy this game for their classroom. |
| Was the player able to identify the game components (sea creatures, fishing poles, and wooden trunk)? | All participants were able to correctly identify the game components and even discriminated the sea creatures (saying that one was an octopus, another a crab, etc). |
| Was the player able to identify the game elements and its function (buttons and slit)? |
As none of the children were able to provide a viable answer, the SLTs and the KTAs role -played with them and helped them when they first caught a fish or when they needed to change players or choose a different set of words (minimal -pairs). From that moment on, the game elements and its functions were a learned behavior. The test that involved 2 children playing against each other was also mediated by an SLT; therefore, the same explanations/roleplays were present. |
| Were the game elements timings correct? | Unfortunately, it was not possible to register this parameter. The children were having such fun while using the prototype and the SLTs and KTAs were so involved with them that none seemed to notice (or care about) the timings needed for a fish to be recognized or for the word to appear. Further testing is required to understand whether the timings are correct. One cannot assume that the stakeholders will be this engaged all the time and must instead assume that the novelty of the situation and the fact that it was a “one-off” test made stakeholders unaware of the timings. |
| Did the player know when it was his or her turn to play? | Regarding the entire sample, 9 out of 10 knew when his or her turn to play occurred. However, this does not mean that they took the correct steps to play or pass their turn. They all knew that after player |
aSLTs: speech and language therapists.
bKTAs: kindergarten teachers and assistants.
Prototype physical characteristics observation parameters.
| Observation parameters | Observation results |
| Were the game and its elements adequate? | No comments from the users were registered. |
| Was the color of the game elements adequate? | There were no comments about the (lack of) color of the physical components of the activity, and little attention was paid to the on-screen elements. |
| Do the materials used to build the prototype invite the handling of it? | No comments were registered. The observer marked the parameter to ask in the guided conversation with the SLTsa and KTAsb. |
| Was the prototype considered robust? | No comments were registered. The observer marked the parameter to ask in the guided conversation with the SLTs and KTAs. |
| Was the feedback throughout the activity efficient? | A total of 2 out of the 6 children waited for the feedback (eg, the audio feedback of the word after inserting the sea creatures into the slit) or were aware of it. |
| Did the physical constraints serve their purpose? | This was observable in 3 out of the 6 children. It was more apparent regarding the slit and its use. |
| Was the mapping of the buttons and their actions consistent and correctly perceived? Were they used during the activity? | A total of 4 out of the 6 children correctly and consistently used the buttons when they were supposed to and to the desired end. |
aSLTs: speech and language therapists.
bKTAs: kindergarten teachers and assistants.
Prototype gamification observation parameters.
| Observation parameters | Observation results |
| Were the participants able and willing to play or participate until the end? | All the participants were involved until the end, showing great interest and willingness. Some (children included) even wanted to know details about the study. |
| Were the participants willing to play more? | A total of 4 out of 6 children asked whether they could play more. |
| Were the participants aware of their score, at any given time? | A total of 3 children knew their score, 1 child was not aware of it, and for the other 2 children, this was unknown. Despite knowing the score and being quite attentive to the value of each captured sea creature, the children did not seem to have a clear notion of who was winning. They looked at their points on the screen and would say, “I have x points!” but nothing more. When the activity ended, children would often ask who had won. |