Explored the notion of shared action, or same time, same motion synchrony, as a design strategy for boosting feelings of empathy and connectedness between and within the generations.
Carried out a human-centred design and evaluation process with experts, elders, and young adults. Designed and co-developed a shared action game and two interfaces: a wrist exercise-style hand interface (with Nina “Ikea” Lee) and a foot-based smart shoe (with Marla Narazani).
Conducted three studies to evaluate the effect of the game and interfaces. Individual differences, generational preferences for touchscreen interaction, and pair gender were influential. Findings indicate that modulating the difficulty for elders can evoke an empathetic response in the younger participants. The smart shoe had broad appeal and seems best for intergenerational gaming.
Self-directed postdoctoral project funded by the Japan Society for the Promotion of Science (JSPS) at the University of Tokyo and RIKEN AIP (2018-19).
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Seaborn, K.
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Seaborn, K., Lee, N. "Ikea," Narazani, M., & Hiyama, A. (2019).
Intergenerational shared action games for promoting empathy between Japanese youth and elders. In
Proceedings of the 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII) (pp. 1–7). Cambridge, MA: IEEE. https://doi.org/10.1109/ACII.2019.8925483
Cite
Seaborn, K., Lee, N., Narazani, M., Chien-Hsu, C., Hiyama, A., & Inami, M. (2018). Design and evaluation of a shared action game for empathy. In
Proceedings of the 23rd Annual Conference of the Virtual Reality Society in Japan. Sendai, Tohoku, Japan: VRSJ.
https://doi.org/10.13140/RG.2.2.30336.17922 Cite Download