2019
Authors
Cesario, V; Coelho, A; Nisi, V;
Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2019, PT IV
Abstract
This submission describes the analysis of an evaluation of 155 teenagers (15-19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the end, participants were required to make a word association to evaluate the session. An analysis of how teen participants responded to the design session was conducted using thematic analysis to show the different categories of adjectives used by participants in their evaluations. The goal for the evaluation was mainly to pilot the design session process and if teens enjoyed participating in it. We believe this is of interest to designers and cultural heritage professionals.
2019
Authors
Raimundo, J; Cardoso, P; Carvalhais, M; Coelho, A;
Publication
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION
Abstract
Digital media expanded people's creative horizons by placing knowledge, tools, design procedures and its practices within reach, yet it also called for new literacies. Games can encourage reflection and interaction in alternative ways, and ease learning and the articulation of knowledge between individuals, thus they may be valuable for such requirements. In spite of this, games are still struggling to find their way into classrooms and workplaces as tools for creativity, as educators are not prepared to design them for such purposes, which limits their use in scope and in substance. With this in mind, we developed Bully Who?, an analogue game prototype for players to learn to deal with bullying in a creative way, by acting as a stage for embodying the roles of aggressors and victims, making players aware of their emotions and consequences involved. To check for viability, usability and potential, we resorted to play-testing sessions involving a small sample of twenty-five, socially-diverse individuals. This study helped us draw several conclusions: 1) simulating embodied, dramatized actions increases awareness of one's emotions and helps speculating on the state of others' - something valuable to cultivate emotional intelligence; 2) theatrical gameplay can help establish an attitude favourable for game-based learning; 3) games can act as ground to bridge intergenerational exchange for problem-solving; 4) according to participants the prototype has the potential to be adapted to stimulate creative discussion on similar social concerns.
2019
Authors
Raimundo, J; Cardoso, P; Carvalhais, M; Coelho, A;
Publication
Revista Lusofona de Educacao
Abstract
This article inspects theory emerging from literature review and labora-tory work on games for cultivating creative literacy. Whether games can or cannot instil or alienate one’s creativity is debatable. On one hand, they can be risk-and stress-free exploring grounds for people to interact in ways without parallel; on another, they can disengage players from the real world. Nevertheless, they have the potential to be turned into tools for thinking, for learning and for articulating knowledge between individu-als. With that into consideration, we pinpointed two main groups that branch into four major categories: Behaviours – comprised of Attitudes and Competencies – and Conditions – comprised of Procedures and Resources – which we are structuring into a framework from which we draw hypotheses that undergo validation through play-testing sessions, in order to improve the framework.
2019
Authors
Kemmeren, LL; van Schaik, DJF; Smit, JH; Ruwaard, J; Rocha, A; Henriques, MR; Ebert, DD; Titzler, I; Hazo, JB; Dorsey, M; Zukowska, K; Riper, H;
Publication
JMIR MENTAL HEALTH
Abstract
Background: Blended treatments, combining digital components with face-to-face (FTF) therapy, are starting to find their way into mental health care. Knowledge on how blended treatments should be set up is, however, still limited. To further explore and optimize blended treatment protocols, it is important to obtain a full picture of what actually happens during treatments when applied in routine mental health care. Objective: The aims of this study were to gain insight into the usage of the different components of a blended cognitive behavioral therapy (bCBT) for depression and reflect on actual engagement as compared with intended application, compare bCBT usage between primary and specialized care, and explore different usage patterns. Methods: Data used were collected from participants of the European Comparative Effectiveness Research on Internet-Based Depression Treatment project, a European multisite randomized controlled trial comparing bCBT with regular care for depression. Patients were recruited in primary and specialized routine mental health care settings between February 2015 and December 2017. Analyses were performed on the group of participants allocated to the bCBT condition who made use of the Moodbuster platform and for whom data from all blended components were available (n=200). Included patients were from Germany, Poland, the Netherlands, and France; 64.5% (129/200) were female and the average age was 42 years (range 18-74 years). Results: Overall, there was a large variability in the usage of the blended treatment. A clear distinction between care settings was observed, with longer treatment duration and more FTF sessions in specialized care and a more active and intensive usage of the Web-based component by the patients in primary care. Of the patients who started the bCBT, 89.5% (179/200) also continued with this treatment format. Treatment preference, educational level, and the number of comorbid disorders were associated with bCBT engagement. Conclusions: Blended treatments can be applied to a group of patients being treated for depression in routine mental health care. Rather than striving for an optimal blend, a more personalized blended care approach seems to be the most suitable. The next step is to gain more insight into the clinical and cost-effectiveness of blended treatments and to further facilitate uptake in routine mental health care.
2019
Authors
Correia, A; Jameel, S; Schneider, D; Fonseca, B; Paredes, H;
Publication
PROCEEDINGS OF THE 2019 IEEE 23RD INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Abstract
The structure and evolution of a scientific research community can be quantitatively assessed taking into account the interactions between scientific agents dispersed geographically. In the recent years, CSCW has stabilized as a cross-disciplinary field suffering significant changes in its core structure, and there is limited understanding about the factors influencing the nature and progress of collaborative computing research. In this paper, we measure the correlation between a set of features related to the influence of collaboration types on the number of citations as well as the geographical distribution of the accumulated contribution to the CSCW literature. Overall, our work can represent a starting point to demonstrate how the study of scientific collaboration can partly explain the variations in the number of citations, frequency of papers, and topics addressed.
2019
Authors
Correia, A; Jameel, S; Paredes, H; Fonseca, B; Schneider, D;
Publication
Macrotask Crowdsourcing - Engaging the Crowds to Address Complex Problems
Abstract
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