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A master's thesis from Aalborg University
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More Than a Whack: A Task-Based Approach to Microinteraction Design

Authors

;

Term

4. term

Education

Publication year

2024

Submitted on

Pages

16

Abstract

After a stroke, many people live with lasting challenges in thinking and movement and need ongoing rehabilitation. Virtual reality training games can help, but once patients leave the hospital, motivation often drops. This project examines whether small, well-timed cues and responses in a game (microinteractions), designed using a structured approach (Core Task Analysis), can make VR training feel clearer and more rewarding, with the aim of supporting long-term engagement. Building on a pilot with an existing VR exergame, Whack-a-Mole VR, and guided by the Game Activity model (which maps what players do, perceive, and feel), we created four alternative ways of providing information: feedback (the game’s response after an action) and feedforward (hints before an action). These designs were tested with 20 healthy participants in a qualitative study, observing play and gathering reflections on clarity, guidance, and enjoyment. The analysis identified common themes showing how different types of feedback and feedforward shape the gameplay experience and understanding of goals. These insights can guide the design of VR rehabilitation games intended to help users keep up with training at home.

Efter et slagtilfælde lever mange med varige udfordringer i tænkning og bevægelse og har brug for vedvarende genoptræning. Virtuelle virkeligheds-træningsspil kan hjælpe, men når patienter kommer hjem fra hospitalet, daler motivationen ofte. Dette projekt undersøger, om små, vel-timede signaler og reaktioner i spillet (mikrointeraktioner), designet med en struktureret metode (Core Task Analysis), kan gøre VR-træningen mere tydelig og motiverende med det formål at støtte fastholdelse over tid. Med udgangspunkt i et pilotstudie af det eksisterende VR-træningsspil Whack-a-Mole VR og med støtte fra Game Activity-modellen (som beskriver, hvad spilleren gør, opfatter og føler), udviklede vi fire alternative måder at give information på: feedback (spillets reaktion efter en handling) og feedforward (hint før en handling). Disse designs blev afprøvet med 20 raske deltagere i et kvalitativt studie, hvor vi observerede spiladfærd og indsamlede deres vurderinger af tydelighed, støtte og spilglæde. Analysen pegede på fælles temaer, der viser, hvordan forskellige former for feedback og feedforward påvirker spiloplevelsen og forståelsen af mål. Indsigterne kan give retning for design af VR-genoptræningsspil, der er tænkt til at støtte brugere i at holde fast i træningen derhjemme.

[This apstract has been rewritten with the help of AI based on the project's original abstract]