20341
Creating Exploratory Touch-Screen Games That Include Novel and Surprising Aspects As Motivators of Communication for Children with Autism
Objectives: To reproduce the phenomenon of discrepancies as positive communicative motivators for young children with ASC, in a new interactive technology.
Methods: Transfer lessons learned from ECHOES to the design of three new touch-screen games, guided by the high-level principles for incorporating discrepancies.
Results: Games draw upon the original ECHOES “Magic Garden” setting, cause-and-effect play, and exploratory, non-competitive format (originally developed with extensive stakeholder input). One involves sorting apples by colour; two centre on growing flowers or vegetables by shaking a magic cloud. Each has a “baseline” and a “discrepant” version. The main source of novelty is the child initially encountering digital objects and forming expectations about their behaviours. After baseline versions are familiar, additional objects and properties are introduced in discrepant versions. Surprises include altered object appearances, sound effects, and timings between events. The character also makes occasional “mistakes” with his actions and utterances. These things are expected to interest children and pose opportunities for them to spontaneously initiate communication for a range of goals (e.g. share information or affect, ask question, request), and using any behaviours (e.g. speech, gestures, gaze).
Conclusions: Three games were successfully developed, embodying principles thought to effectively motivate spontaneous communication using discrepant aspects. This process has highlighted that designing “motivating but manageable” games requires concurrently designing how they will be used. For example, the integrity principle determined the need for baseline versions which children should play multiple times in order to develop clear expectations―a pre-requisite for violating expectations later (i.e. surprises). Establishing sufficient “sameness” to counterbalance discrepancies will always partly rely on variables outside the game itself, including the physical environment, social partner actions, and the frequency and duration of game play. The principles must be realised collectively in the technology and its context.
Preliminary results will soon be available from games testing with children, as the first step in gauging their success at motivating communications.