Work Hard, Play Harder: Intense Games Enable Recovery from High Mental Workload TasksPlaying games has been shown to be an effective method of post-work recovery. Previous research has shown that gameplay with high cognitive involvement is effective for recovery. This finding conflicts with models of mental workload (MWL), which suggest that people feel best when cycling between high and low MWL. To unpack the relationship between recovery and mental workload, we designed a lab experiment where 40 participants experienced different combinations of high and low MWL while undertaking both work tasks and recovery gameplay, and we collected both self-report and physiological (fNIRS) data. Results showed that high and low MWL games created different impacts on recovery, depending on the MWL of the prior work task. While fNIRS measurements of MWL varied as expected during work tasks, experience of MWL when playing games was not evident in the prefrontal cortex. We conclude by discussing the relationship between mental workload and theories of recovery.2025LZLinqi Zhao et al.University of Nottingham, School of Computer ScienceGame UX & Player BehaviorSerious & Functional GamesCHI
I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRSVirtual Reality (VR) applications commonly use the illusion of self-motion (vection) to simulate experiences such as running, driving, or flying. However, this can lead to cybersickness, which diminishes the experience of users, and can even lead to disengagement with this platform. In this paper we present a study in which we show that users performing a cognitive task while experiencing a VR rollercoaster reported reduced symptoms of cybersickness. Furthermore, we collected and analysed brain activity data from our participants during their experience using functional near infra-red spectroscopy (fNIRS): \hl{preliminary analysis suggests the possibility} that this technology may be able to detect the experience of cybersickness. Together, these results can assist the creators of VR experiences, both through mitigation of cybersickness in the design process, and by better understanding the experiences of their users.2023KPKatharina Margareta Theresa Pöhlmann et al.University of GlasgowMotion Sickness & Passenger ExperienceImmersion & Presence ResearchBiosensors & Physiological MonitoringCHI
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesMovement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play.2022LMLiam Mason et al.University of lincoln, University of lincolnSerious & Functional GamesGame AccessibilityCHI
Experiencing Simulated Confrontations in Virtual RealityThe use of virtual reality (VR) to simulate confrontational human behaviour has significant potential for use in training, where the recreation of uncomfortable feelings may help users to prepare for challenging real-life situations. In this paper we present a user study (n=68) in which participants experienced simulated confrontational behaviour performed by a virtual character either in immersive VR, or on a 2D display. Participants reported a higher elevation in anxiety in VR, which correlated positively with a perceived sense of physical space. Character believability was influenced negatively by visual elements of the simulation, and positively by behavioural elements, which complements findings from previous work. We recommend the use of VR for simulations of confrontational behaviour, where a realistic emotional response is part of the intended experience. We also discuss incorporation of domain knowledge of human behaviours, and carefully crafted motion-captured sequences, to increase users' sense of believability.2021PDPatrick Dickinson et al.University of LincolnImmersion & Presence ResearchInteractive Narrative & Immersive StorytellingCHI
Taxonomy of Trust-Relevant Failures and Mitigation StrategiesWe develop a taxonomy that categorizes HRI failure types and their impact on trust to structure the broad range of knowledge contributions. We further identify research gaps in order to support fellow researchers in the development of trustworthy robots. Studying trust repair in HRI has only recently been given more interest and we propose a taxonomy of potential trust violations and suitable repair strategies to support researchers during the development of interaction scenarios. The taxonomy distinguishes four failure types: Design, System, Expectation, and User failures and outlines potential mitigation strategies. Based on these failures, strategies for autonomous failure detection and repair are presented, employing explanation, verification and validation techniques. Finally, a research agenda for HRI is outlined, discussing identified gaps related to the relation of failures and HR-trust.2020STSuzanne Tolmeijer et al.Agent Personality & AnthropomorphismAI-Assisted Decision-Making & AutomationHRI
Virtual Reality Games for People Using WheelchairsVirtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.2020KGKathrin Gerling et al.Katholieke Universiteit LeuvenSocial & Collaborative VRAccessible GamingCHI
Design Goals for Playful Technology to Support Physical Activity Among Wheelchair UsersPlayful technology has the potential to support physical activity (PA) among wheelchair users, but little is known about design considerations for this audience, who experience significant access barriers. In this paper, we lever-age the Integrated Behavioural Model (IBM) to understand wheelchair users' perspectives on PA, technology, and play.First, we present findings from an interview study with eight physically active wheelchair users. Second, we build on the interviews in a survey that received 44 responses from a broader group of wheelchair users. Results show that the anticipation of positive experiences was the strongest predictor of engagement with PA, and that accessibility concerns act as barriers both in terms of PA participation and technology use. We present four design goals - emphasizing enjoyment,involving others, building knowledge and enabling flexibility - to make our findings actionable for researchers and designers wishing to create accessible playful technology to support PA.2019LMLiam Mason et al.University of LincolnMotor Impairment Assistive Input TechnologiesSerious & Functional GamesCHI
How to Design a Digital Storytelling Authoring Tool for Developing Pre-reading and Pre-writing SkillsIn the paper we describe an exploration into the design of an authoring tool to support the creation of multimedia stories. We explicitly targeted children with no reading or writing skills and their educators. Children in this age group often enjoy reading and creating stories together with adults and in so doing develop important pre-literacy skills. Literature suggests that when children play an active role in these activities, with a high level of engagement and interaction, there is a significant increase in their vocabulary acquisition and an improvement in their communication skills. Thus, we investigated these issues by conducting an explorative study in a pre-school class with fifteen children and three teachers. Here, we describe the emerging challenges and provide design directions for an authoring system to support the co-creation of stories for pre-literate children.2018ERElisa Rubegni et al.University of LincolnEarly Childhood Education TechnologySTEM Education & Science CommunicationSpecial Education TechnologyCHI
Falling for Fake News: Investigating the Consumption of News via Social MediaIn the so called ‘post-truth’ era, characterized by a loss of public trust in various institutions, and the rise of ‘fake news’ disseminated via the internet and social media, individuals may face uncertainty about the veracity of information available, whether it be satire or malicious hoax. We investigate attitudes to news delivered by social media, and subsequent verification strategies applied, or not applied, by individuals. A survey reveals that two thirds of respondents regularly consumed news via Facebook, and that one third had at some point come across fake news that they initially believed to be true. An analysis task involving news presented via Facebook reveals a diverse range of judgement forming strategies, with participants relying on personal judgements as to plausibility and scepticism around sources and journalistic style. This reflects a shift away from traditional methods of accessing the news, and highlights the difficulties in combating the spread of fake news.2018MFMartin Flintham et al.The University of NottinghamSocial Platform Design & User BehaviorMisinformation & Fact-CheckingCHI