Human-computer interaction and the older adult: an example using user research and personas
Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Enabling Manufacturing Competitiveness and Economic Sustainability: Proceedings of the 4th International Conference on Changeable, Agile, ... Montreal, Canada, 2-5 October 2011
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Augmented manufacturing: a study with impaired persons on assistive systems using in-situ projection
Proceedings of the 6th International Conference on PErvasive Technologies Related to Assistive Environments
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This paper introduces an approach for implementing motivating mechanics from game design to production environments by integrating them in a new kind of computer-based assistive system. This process can be called "gamification". By using motion recognition, the work processes becomes transparent and can be visualized in real-time. This allows representing them as bricks in a "production game" which resembles the classic game Tetris. The aim is to achieve and sustain a mental state called "flow" resulting in increased motivation and better performance. Although the approach presented here primarily focuses on elderly and impaired workers, the enhanced assistive system or "wizard" can principally enrich work in every production environment.