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Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness
(2020)
Deafblindness is a dual sensory impairment that affects many aspects of life, including mobility, access to information, communication, and social interactions. Furthermore, individuals living with deafblindness are under a high risk of social isolation. Therefore, we identified opportunities for applying assistive tools to support social interactions through co-ideation activities with members of the deafblind community. This work presents our co-design approach, lessons learned and directions for designing meaningful assistive tools for dual sensory loss.
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape.