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  • FitFest: designing a narrative-driven exergame to engage active seniors in physical activity
    Publication . Freitas, Eva; Noronha, Hildegardo; França, Cíntia; Gouveia, Élvio; Bala, Paulo; Campos, Pedro; Dionísio, Mara; França, Cíntia; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Élvio Rúbio; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara
    Exergaming is a modern approach frequently used to promote physical activity at all ages while playing digital games. Given that physical health deteriorates with age, that older people tend to live sedentary lifestyles and that they get tired faster due to lack of physical stimulation, maintaining a healthy lifestyle and regular exercise routine is important to avoid unintentional injuries. Taking into account interviews and a focus group with seniors and fitness professionals, this paper reports on the design and development of an exergame for seniors to complement their weekly exercise classes. Fit Fest is an exergame for seniors that leverages narra tive and sociocultural connections to create an engaging exercise experience.
  • CBT-Darts: identifying cognitive distortions in an immersive VR game
    Publication . Camacho, Élton; Campos, Pedro; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Camacho, Élton
    Cognitive Behavioral Therapy is a empirically validated treatment for anxiety and depression. By identifying negative thinking pat terns (cognitive distortions), individuals are able to reevaluate and reframe thinking patterns for better mental health. Building on pre vious research in digital health interventions, we explore the use of games and VR for increasing awareness of cognitive distortions. CBT-Darts is an immersive VR game where players match state ments to cognitive distortions by throwing darts at balloons. By mixing a physical and cognitive task, we hope to create an engaging and fun way to teach how to identify cognitive distortions.
  • Financial DreamScape: puzzle narrative games for financial education
    Publication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro; Dionisio, Mara; Bala, Paulo; Campos, Pedro; Dionisio, Mara
    Financial literacy is essential for personal and national economic well-being, demanding attention in today’s dynamic society. How ever, a concerning trend persists where individuals may lack basic fnancial knowledge; this is common even among individuals with a high level of education. This gap is especially concerning for young adults, as it prevents them from making informed decisions, managing fnances efectively, and securing a stable future. This paper presents the development and pilot evaluation of a serious puzzle game prototype to enhance fnancial literacy among young adults. The pilot evaluation (N=7) explores various game mechan ics to deliver engaging fnancial education. Initial fndings indicate promising potential for serious puzzle games in facilitating fnancial literacy. The research aims to contribute insights into pedagogi cal strategies and game design enhancements, fostering informed decision-making and economic stability among young adults.
  • Prompt-gaming: a pilot study on LLM-evaluating agent in a meaningful energy game
    Publication . Isaza-Giraldo, Andrés; Bala, Paulo; Campos, Pedro F.; Pereira, Lucas; Bala, Paulo; Pereira Campos, Pedro Filipe; Pereira, Lucas
    Building on previous work on incorporating large language mod els (LLM) in gaming, we investigate the possibility of implement ing LLM as evaluating agents of open-ended challenges in serious games and its potential to facilitate a meaningful experience for the player. We contribute with a sustainability game prototype in a single natural language prompt about energy communities and we tested it with 13 participants inside ChatGPT-3.5. Two partici pants were already aware of energy communities before the game, and eight of the remaining 11 gained valuable knowledge about the specifc topic. Comparing ChatGPT-3.5 evaluations of players’ interaction with an expert’s assessment, ChatGPT-3.5 correctly evaluated 81% of player’s answers. Our results are encouraging and show the potential of using LLMs as mediating agents in ed ucational games, while also allowing easy prototyping of games through natural language prompts.
  • Creativity support tools and convergent thinking: a preliminary review on idea evaluation and selection
    Publication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
    Creativity Support Tools (CSTs) have grown exponentially in the HCI field. However, this growth has always leaned towards diver gent thinking, thus neglecting convergentthinking. Weconfirmthis information based on a preliminary review between 2012 and 2022 in the ACM Digital Library. Our findings confirm that researchers and practitioners have been primarily interested in developing tools to support idea generation, minimizing studies on evaluating and selecting ideas. We focused our research on four major points: i) the domain of the tool, ii) the type of system and interface developed in the tools, iii) the methodology used, and iv) the creative context of Pedro Campos ITI/LARSyS and WowSystems, Lda., University of Madeira pedro.campos@iti.larsys.pt the tools. Based on this information, we contribute six guidelines to support the improvement of existing CSTs and the development of new CSTs.
  • Exploring the creative process in a brainstorming session to develop a web-based system for idea selection
    Publication . Rodrigues, Ana; Honório, David; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro Filipe
    Betting on new and promising ideas is fundamental for innovation in various sectors, helping the world that faces so many adversi ties. To increase these ideas, the stages of evaluation and selection of ideas in the creative processes need to be improved and not neglected. To minimize this problem and contribute to the scien tific advance in the creativity-oriented HCI, we present a tool for selecting ideas used after brainstorming sessions. Our prototype is inspired by the conclusions of an observational study that we conducted with six students in a classroom, in which the students’ objective was to plan the making of a video for a social institution that helps the neediest people.
  • Many cues, few clues: identifying design opportunities for digital cues in physical rehabilitation processes
    Publication . Peres, Beatriz; Ader, Lilian G. Motti; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
    Cueing is defined as the use of external temporal or spatial stimuli to facilitate the initiation and continuation of movement. For gait rehabilitation, cues can take the form of multimodal stimuli, providing metrics and instructions for patients to correct their movements, and can be used in multiple contexts and objectives. Therefore, the design space of interactive systems for rehabilitation is quite broad and there is a lack of systematic guidance for designers who are interested in creating and evaluating novel assistive tools. We performed a systematic literature review on the usage of cues in gait rehabilitation. In this paper, we present the preliminary results of this review, focusing on the use of digital and non-digital cues combined with mobility aid such as crutches. We discuss some considerations for future studies evaluating the design of assistive devices in physical rehabilitation and provide initial recommendations for context-adaptive digital cues, opening new perspectives for tailored and personalised gait training and rehabilitation.
  • The use of interactive technologies for education in pandemic and post-pandemic contexts: design implications
    Publication . Sousa, Duarte L.; Campos, Pedro; Matos, Sónia; Sousa, Duarte Luis; Campos, Pedro; Matos, Sónia
    This study investigates COVID-19’s impact on the educationsystem. It captures a multidimensional representation of teachers, students, and parents’ use of information communication technologies (ICTs) Sónia Matos ITI / LARSyS, University of Edinburgh sonia.matos@iti.larsys.pt According to UNESCO [1], compulsory confinement as a response to the COVID-19 pandemic [2], [3] and the consequent school clo sures affected 94% of the world’s student population with uncertain to mitigate this disruption caused by school closures. The study analyzes the evolving influences on individual and collective be haviour amid the pandemic. The methods consisted of a 5-week longitudinal study that included a survey and multiple interviews with the three stakeholder groups. The qualitative and quantitative data yielded the analysis of ICTs usage before and during social confinement. Further to our analysis, we categorize and discuss our findings. We also interpret results to capture design implications and generate a new concept for design. To finalize, we identified students’ learning loss and learning variability as pressing issues, despite the availability of technological mediums. We believe that a collaborative learning system could mitigate such a challenge. We believe that such a system could connect students to a teaching community and imbue a sense of togetherness within the context of distance education.
  • How do motivational text messages impact motivation to exercise?
    Publication . Duro, Ligia; Campos, Pedro F.; Romão, Teresa; Karapanos, Evangelos; Pereira Campos, Pedro Filipe; Karapanos, Evangelos
    We study the motives of regular and non-regular exercisers’ engagement with motivational text messages and the importance individuals attribute to visual presentation. A total of 160 individuals were surveyed (80 regular exercisers and 80 non regular exercisers). We found regular exercisers use motivational text messages in order to encourage their exercise routine. Non regular exercisers use motivational text messages mainly to try to boost their exercise motivation. Individuals, independent of their exercise profile, prefer to see motivational text messages presented in a mixed way, sometimes as text-only and sometimes embedded in a visual presentation. Participants reported that an aesthetically appealing visual presentation helps instill a positive feeling regarding the text, and the visual presentation was considered as important as the textual content. We conclude with a number of implications for the design of activity trackers.
  • You're the voice: evaluating user interfaces for encouraging underserved youths to express themselves through creative writing
    Publication . Gonçalves, Frederica; Campos, Pedro; Hanna, Julian; Ashby, Simone; Gonçalves, Frederica; Pereira Campos, Pedro Filipe
    Minority groups are the fastest growing demographic in the U.S. In addition, the poverty level in the U.S. is the highest it has been in the last 50 years. We argue that the communi ty needs more research addressing this user segment, and we present a novel study about how underserved youths react when presented with different UI designs aimed at promoting creative writing. The act of creative writing per se can become the driver of change among underserved teenagers, and researchers should strive to discover novel UI designs that can effectively increase this target group’s productivity, creativity and mental well-being. Using MS Word as baseline, our contribution analyzes the influence of a Zen-like tool (designed by the authors and called Haven), a nostalgic but realistic typewriting tool (Hanx Writer), and a stress-based tool that eliminates writer’s block by provid ing consequences for procrastination (Write or Die). Our results suggest that the Zen characteristics of our tool Ha ven were capable of conveying a sense of calm and concen tration to the users, making them feel better and also write more. The nostalgic Hanx typewriter also fared very well with regard to mental well-being and productivity, as meas ured by average number of words written. Contrary to our initial expectations, the stress-based UI (Write or Die) had the lowest productivity levels.