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Understanding the synergistic potential of human collaboration with artificial intelligence (AI) in creative endeavours, such as ideating Serious Game (SG) concepts, is of vital interest in our era of digital transformation. This study probes two pivotal questions: First, how does the incorporation of a GPT-4 transformer AI, assuming the role of a teacher, influence support for student teams during the ideation and balancing of SG concepts? Second, what are the students' perceptions of AI integration when co-designing these concepts with an AI in the educator role? In a between-group research design, two distinct groups engaged in a collaborative role-playing activity with digital role-specific cards and a visualised board to ideate and balance Serious Games addressing privacy decision-making. The first group, engaging in a local setting, collaborated with an AI that played the teacher role. In contrast, the second group played the co-ideation activity in a remote setting, with a human playing the role of the teacher. The findings indicate that generative AI can successfully be sourced to play the teacher role in a collaborative role-playing activity. Crucially, the timing of AI intervention thereby emerged as an essential factor that can impair creative support. Scheduled AI interventions can offer fresh insights but may not align with immediate team needs. The insights underscore the requirement to determine the most effective timing for AI intervention in human-AI co-playing ideation sessions to foster the full potential of an AI filling a role in a collaborative design process. Implications synthesised from the analytical findings and practical insights on AI-suggested design propositions/conflicts are discussed conclusively.
Advancing colour perception: exploring young children's colour discrimination in mixed reality
(2024)
One of the world's most famous pyramids is not located in Egypt but is on a music album cover by the band Pink Floyd. However, not a pyramid but a prism, the iconic image of a beam of light turning into a rainbow is a powerful symbol that captures the complexities of colour perception across cultures and individuals. This study examines how children can discern colour gradations in mixed reality (MR) environments, utilising the widely employed Farnsworth-Munsell 100 Hue Test. The MR version of the test, adapted for use with the Meta Quest 3, was evaluated with 52 children aged between 5 and 17 years. The results revealed significant differences in colour discrimination among age groups. Younger children had more difficulty distinguishing hues, particularly in the green-blue spectrum. The findings also demonstrate the applicability of MR-based colour assessments for younger children, providing a fast-screening alternative to traditional physical colour vision testing. The study's outcomes are conclusively synthesised, highlighting their implications for colour discrimination in educational settings.
Tap or swipe
(2023)
The increasing digitalisation of daily routines confronts people with frequent privacy decisions. However, obscure data processing often leads to tedious decision-making and results in unreflective choices that unduly compromise privacy. Serious Games could be applied to encourage teenagers and young adults to make more thoughtful privacy decisions. Creating a Serious Game (SG) that promotes privacy awareness while maintaining an engaging gameplay requires, however, a carefully balanced game concept. This study explores the benefits of an online role-playing boardgame as a co-designing activity for creating SGs about privacy. In a between-subjects trial, student groups and educator/researcher groups were taking the roles of player, teacher, researcher and designer to co-design a balanced privacy SG concept. Using predefined design proposal cards or creating their own, students and educators played the online boardgame during a video conference session to generate game ideas, resolve potential conflicts and balance the different SG aspects. The comparative results of the present study indicate that students and educators alike perceive support from role-playing when ideating and balancing SG concepts and are happy with their playfully co-designed game concepts. Implications for supporting SG design with role-playing in remote collaboration scenarios are conclusively synthesised.