Kieran Hicks
University of Lincoln
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Featured researches published by Kieran Hicks.
human factors in computing systems | 2015
Jonathan Waddington; Conor Linehan; Kathrin Maria Gerling; Kieran Hicks; Timothy L. Hodgson
Neurological Vision Impairment (NVI) detrimentally impacts upon quality of life, as daily activities such as reading and crossing the road often become significantly impaired. Therapy strategies for NVI based on visual scanning of on-screen stimuli have recently been demonstrated as effective at improving functional vision. However, these strategies are repetitive, monotonous and unsuitable for use with children and young adults. This project explores the design of a game-based therapy programme that aims to support participant engagement and adherence. We first outline requirements for this software, before reporting on the iterative design process undertaken in collaboration with young people, therapists and teachers at a centre for vision impairment. Our work provides insights into the participatory design of games in collaboration with young people with special needs, and reflects upon the tension of balancing game challenge, therapy goals, and accessibility. Furthermore, it highlights the potential of games to empower special populations by providing a medium through which to communicate the subjective experience of specific impairments.
human factors in computing systems | 2016
Kathrin Maria Gerling; Kieran Hicks; Michael Kalyn; Adam Evans; Conor Linehan
Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play.
International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2016
Kathrin Maria Gerling; Conor Linehan; Ben Kirman; Michael Kalyn; Adam Evans; Kieran Hicks
Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers. First participatory study designing games for young people using wheelchairs.Reflection on relative contribution of game design expertise and experience.Explores representation of mobility disability by participants in design process.Reflection on how vulnerability of participants exposed through design process.
human factors in computing systems | 2014
Conor Linehan; Jonathan Waddington; Timothy L. Hodgson; Kieran Hicks; Robert Banks
Evidence has accumulated that visual rehabilitation for patients with neurological visual impairment can be effective. Unfortunately, the existing therapy tools are repetitive, uninteresting, and unsuitable for use with children. This project aims to improve the engaging qualities of visual rehabilitation for children, through the design of therapy tools based on game design principles. Development is ongoing in a participatory, user-centred manner in conjunction with a specialist centre for childhood visual impairment. This paper outlines design requirements and briefly reports early findings of the development process.
annual symposium on computer human interaction in play | 2018
Kathrin Maria Gerling; Kieran Hicks; Laura Buttrick; Chris Headleand; Ben Williams; Jason Hall; Kymeng Tang; Luc Geurts; Wei Chen
Breastfeeding is widely promoted due to its health benefits for infants, but breastfeeding rates in many industrialised countries are low, and some mothers struggle to establish a positive feeding relationship with their child. We draw from breastfeeding research along with a qualitative enquiry into the lived experiences of breastfeeding mothers to outline an agenda for the design of playful technology to support healthy infant feeding. We describe how games can (and cannot) be leveraged to support the feeding journey and normalize breastfeeding, while respecting individual feeding choices, targeting mothers, partners, and wider society, laying out an agenda for future research.
Virtual Reality | 2018
Patrick Dickinson; Kathrin Maria Gerling; Kieran Hicks; John Murray; John Shearer; Jacob Greenwood
Agent-based crowd simulations are used for modelling building and space usage, allowing designers to explore hypothetical real-world scenarios, including extraordinary events such as evacuations. Existing work which engages virtual reality (VR) as a platform for crowd simulations has been primarily focussed on the validation of simulation models through observation; the use of interactions such as gaze to enhance a sense of immersion; or studies of proxemics. In this work, we extend previous studies of proxemics and examine the effects of varying crowd density on user experience and behaviour. We have created a simulation in which participants walk freely and perform a routine manual task, whilst interacting with agents controlled by a typical social force simulation model. We examine and report the effects of crowd density on both affective state and behaviour. Our results show a significant increase in negative affect with density, measured using a self-report scale. We further show significant differences in some aspects of user behaviours, using video analysis, and discuss how our results relate to VR simulation design for mixed human–agent scenarios.
advances in computer entertainment technology | 2017
Kieran Hicks; Kathrin Maria Gerling; Patrick Dickinson; Conor Linehan; Carl Gowen
Voice Communication (VC) is widely employed by developers as an essential component of online games. Typically, it is assumed that communications through this mechanism will be helpful and enjoyable, but existing literature suggests that the entry into VC can be problematic. In this paper, we present a study that attempts to mitigate player discomfort when first engaging with VC with strangers, through the use of traditional icebreaking tasks. We integrate these into the game RET, an online cooperative first person shooter which requires effective communication for players to succeed. An online user study with 18 participants suggests that icebreaking tasks can contribute to a positive VC experience, but their inclusion also creates further issues to be considered for successful integration.
annual symposium on computer-human interaction in play | 2015
Kieran Hicks; Kathrin Maria Gerling; Ben Kirman; Conor Linehan; Patrick Dickinson
annual symposium on computer-human interaction in play | 2015
Kieran Hicks; Kathrin Maria Gerling
Archive | 2018
Kieran Hicks; Patrick Dickinson; Jussi Holopainen; Kathrin Maria Gerling