Dimitris Grammenos. 2008. Game over: learning by dying. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08). ACM, New York, NY, USA, 1443-1452. DOI=http://dx.doi.org/10.1145/1357054.1357281
In your reflection, address the following topics in 400-600 words (total, word count does not include the questions I ask below, and it does not include the 3-5 questions you write for class):
One observation in both papers is that the target audience of these empathy tools (Game Over and ACES) are people who are key stakeholders. Game designers are encouraged to play Game Over. Caregivers, Speech Therapists, and Family are encouraged to use ACES. How can we design similar systems to reach a much wider audience? Or do you think these systems are ready to deploy to a wider audience?
A strength of Hailpern et al.'s research was the diverse expertise of the research team (look at the author list). If you were to design a tool to simulate some other disability (hearing loss, dyslexia, motor impairments, etc.), who would you need to include in your design team and why? For this writing exercise, pick a particular disability and write as if you were hypothetically doing this project.
Please remember to write 3-5 discussion questions for class.
Can't change a rubric once you've started using it.