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PinchFun

My role: User Research, Interface Prototyping

Dec 2015 – May 2016
Team member: 王奕方、王邦任、鄭竣丰

I'm fascinated by creating technologies that can make a impact on people.

PinchFun is a cooperative fine motor training game for preschool children with developmental delay. Developmental delay children can make progress through early intervention and training. However, from the field observation in the early intervention center and interviews with occupational therapist and parents, we found that:

  • Traditional fine motor training techniques are monotone and bore kids easily.
  • The training cannot continue at home. Parents rarely take part in the training.

We re-design the training into a interactive game called PinchFun to improve the training effect. To entertain and attract children, PinchFun integrates the tangible controller and the virtual interactive game to optimize learning impact and gaming experience. To enhance parents involvement and make the game more immersive, the game mission is designed to be completed cooperatively.

We conduct several user evaluations in two special schools in Taipei, and iterated the prototypes according to the preliminary results. The qualitative results showed that the gaming feedback, i.e. sound and graphics reacting to the 'clip' gesture, brings fun and activates learning motivation. Children showed excitement during gameplay; they would react according to each other's performance and stay more focused on the game than in traditional training.

stars 1st Place, ACM SIGCHI 2016 Student Game Competition, Games for a Purpose

Leap motion controller are used to detect the hand gesture. The rubber band creates resistance against fingers to add the training milestone difficulty. The idea of using rubber band is learnt from traditional training.

PinchFun employs the force-sensitive resistor (FSR) to detect the level of pressure of fingers.

ACM CHI 2016 Student Game Competition in San Jose, California. I was demonstrating the game to other participant from Canada.

Motion Guidance Sleeve

My role: Experiment Design, Quantitative Analysis, Prototyping

Sep 2015 – May 2016
Team member: 陳彥妤

Online videos make it possible and popular to do exercise and fitness at home. However, for the practitioners, it's not easy to notice the subtle change of motions by merely watching training videos, so they cannot perform the movements well.

In the field study in the on-site tai chi (太極) classroom, we found that the coach would hold the practioner's arm to correct the motion, which inspired us to 'design a virtual coach' to help learninng tai chi.

We have designed 'external artificial muscles' on a sleeve to create a pulling sensation that can gently guide the forearm’s pronation (internal rotation) and the forearm’s supination (external rotation). We conduct two preliminary experiments to verify the system:

  • The first one is directional response task to measure the clarity of pulling direction. The result shows that this system can effectively guide the forearm to rotate in the correct direction with a 99.87% accuracy in average.
  • The second one utilizes the tactile cue. The cue consists of a 2-second directional cue and several 0.5-second angle targeting cues. The results shows that users can be guided to the targeted angle by utilizing a tactile cue.

stars Published in Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16)

Motion Guidance Sleeve is designed to provide haptic cues to improve the learning impact when practicing the fitness movement by watching online videos.

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