Parés Narcís, Carreras Anna, Durany Jaume, Ferrer Jaume, Freixa Pere, Gómez David, Kruglanski Orit, Parés Roc, Ribas J Ignasi, Soler Miquel, Sanjurjo Alex
Audiovisual Institute, Universitat Pompeu Fabra, Barcelona, Spain.
Cyberpsychol Behav. 2006 Apr;9(2):218-23. doi: 10.1089/cpb.2006.9.218.
On starting to think about interaction design for low-functioning persons in the autistic spectrum (PAS), especially children, one finds a number of questions that are difficult to answer: Can we typify the PAS user? Can we engage the user in interactive communication without generating frustrating or obsessive situations? What sort of visual stimuli can we provide? Will they prefer representational or abstract visual stimuli? Will they understand three-dimensional (3D) graphic representation? What sort of interfaces will they accept? Can we set ambitious goals such as education or therapy? Unfortunately, most of these questions have no answer yet. Hence, we decided to set an apparently simple goal: to design a "fun application," with no intention to reach the level of education or therapy. The goal was to be attained by giving the users a sense of agency--by providing first a sense of control in the interaction dialogue. Our approach to visual stimuli design has been based on the use of geometric, abstract, two-dimensional (2D), real-time computer graphics in a full-body, non-invasive, interactive space. The results obtained within the European-funded project MultiSensory Environment Design for an Interface between Autistic and Typical Expressiveness (MEDIATE) have been extremely encouraging.
在开始思考为自闭症谱系中功能较低的人群(尤其是儿童)进行交互设计时,人们会发现一些难以回答的问题:我们能否对自闭症谱系人群用户进行分类?我们能否让用户参与交互通信而不产生令人沮丧或强迫性的情况?我们可以提供哪种视觉刺激?他们会更喜欢具象还是抽象的视觉刺激?他们能理解三维(3D)图形表示吗?他们会接受哪种类型的界面?我们能否设定诸如教育或治疗之类的宏伟目标?不幸的是,这些问题大多数尚无答案。因此,我们决定设定一个看似简单的目标:设计一个“有趣的应用程序”,无意达到教育或治疗的水平。该目标是通过给予用户一种能动感来实现的——首先在交互对话中提供一种控制感。我们的视觉刺激设计方法基于在全身、非侵入性交互空间中使用几何、抽象、二维(2D)实时计算机图形。在欧洲资助的“自闭症与典型表达之间界面的多感官环境设计”(MEDIATE)项目中获得的结果非常令人鼓舞。