Abstract
The uSucceed project seeks to mitigate employment disparities among neurodiverse adults in the U.S., especially in the STEM fields. Utilizing Virtual Reality (VR), the project delivers a specialized curriculum in computational technology and advanced computer engineering. This paper delves into the project’s initial phase, employing a Design-Based Research (DBR) approach framed within the Learner Experience Design paradigm. Methods include empathy interviews, empathy mapping, and persona development to inform design principles. Preliminary findings, drawn from qualitative analysis of empathy maps and personas, have led to key design considerations in user experience, pedagogy, and technology. These considerations serve as a framework for the development of inclusive VR games in cybersecurity education. As the project evolves, it is moving towards the implementation and evaluation stages, with an AI-driven pedagogical agent under development to offer real-time, adaptive learning support.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Krzeminska, A., Hawse, S.: Mainstreaming neurodiversity for an inclusive and sustainable future workforce: autism-spectrum employees. In: Wood, L., Tan, L.P., Breyer, Y.A., Hawse, S. (eds.) Industry and Higher Education, pp. 229–261. Springer Singapore, Singapore (2020)
Zilberman, A., Ice, L.: Why computer occupations are behind strong STEM employment growth in the 2019–29 decade. Computer 4, 11–15 (2021)
Kirby, A., Smith, T.: Neurodiversity at Work: Drive Innovation, Performance and Productivity with a Neurodiverse Workforce. Kogan Page Publishers (2021)
Kent, J.: Next Generation Smart Home: Building for the Future. Parks Associates
Zilberman, A., Ice, L.: Why computer occupations are behind strong STEM employment growth in the.
Jovanovic, V., Popescu, O., Kuzlu, M., Katsioloudis, P.: Let’s collaborate! the importance of cybersecurity pathways and their accessibility. Technol. Eng. Teach. 81, 30–33 (2021)
Krzeminska, A., Hawse, S.: Mainstreaming Neurodiversity for an Inclusive and Sustainable Future Workforce: Autism-Spectrum Employees. Presented at the January 16 (2020)
Bozgeyikli, L., Bozgeyikli, E., Katkoori, S., Raij, A., Alqasemi, R.: Effects of virtual reality properties on user experience of individuals with autism. ACM Trans. Access. Comput. 11, 22:1–22:27 (2018). https://doi.org/10.1145/3267340
Strickland, D.: Virtual reality for the treatment of autism. Stud. Health Technol. Inform., 81–86 (1997)
Glaser, N., Schmidt, M.: Systematic literature review of virtual reality intervention design patterns for individuals with autism spectrum disorders. Int. J. Human-Computer Interact. 38, 753–788 (2022). https://doi.org/10.1080/10447318.2021.1970433
Mesa-Gresa, P., Gil-Gómez, H., Lozano-Quilis, J.-A., Gil-Gómez, J.-A.: Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: an evidence-based systematic review. Sensors. 18, 2486 (2018). https://doi.org/10.3390/s18082486
Parsons, S.: Authenticity in virtual reality for assessment and intervention in autism: a conceptual review. Educ. Res. Rev. 19, 138–157 (2016)
Slater, M.: Immersion and the illusion of presence in virtual reality. Br. J. Psychol. 109, 431–433 (2018). https://doi.org/10.1111/bjop.12305
Bouck, E.C., Satsangi, R., Doughty, T.T., Courtney, W.T.: Virtual and concrete manipulatives: a comparison of approaches for solving mathematics problems for students with autism spectrum disorder. J. Autism Dev. Disord. 44, 180–193 (2014). https://doi.org/10.1007/s10803-013-1863-2
Schmidt, M., Glaser, N., Schmidt, C., Kaplan, R., Palmer, H., Cobb, S.: Programming for generalization: confronting known challenges in the design of virtual reality interventions for autistic users. Comput. Educ. X Real. 2, 100013 (2023). https://doi.org/10.1016/j.cexr.2023.100013
Schmidt, M., Schmidt, C., Glaser, N., Beck, D., Lim, M., Palmer, H.: Evaluation of a spherical video-based virtual reality intervention designed to teach adaptive skills for adults with autism: a preliminary report. Interact. Learn. Environ. 29, 1–20 (2019). https://doi.org/10.1080/10494820.2019.1579236
Glaser, N.J., Schmidt, M.: Usage considerations of 3D collaborative virtual learning environments to promote development and transfer of knowledge and skills for individuals with autism. Technol. Knowl. Learn. (2018). https://doi.org/10.1007/s10758-018-9369-9
Walker, G., Venker Weidenbenner, J.: Social and Emotional Learning in the age of virtual play: technology, empathy, and learning. J. Res. Innov. Teach. Learn. 12, 116–132 (2019)
Plass, J.L., Homer, B.D., Kinzer, C.K.: Foundations of game-based learning. Educ. Psychol. 50, 258–283 (2015)
Dahl, C., Sætra, H.S., Nordahl-Hansen, A.: Computer-aided games-based learning for children with autism. In: Presented at the International conference on human-computer interaction (2021)
Vasalou, A., Khaled, R., Holmes, W., Gooch, D.: Digital games-based learning for children with dyslexia: a social constructivist perspective on engagement and learning during group game-play. Comput. Educ. 114, 175–192 (2017)
Alexiou, A., Schippers, M.C.: Digital game elements, user experience and learning: a conceptual framework. Educ. Inf. Technol. 23, 2545–2567 (2018)
Arztmann, M., Hornstra, L., Jeuring, J., Kester, L.: Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics. Stud. Sci. Educ. 59, 109–145 (2023)
Bozanta, A., Kutlu, B., Nowlan, N., Shirmohammadi, S.: Effects of serious games on perceived team cohesiveness in a multi-user virtual environment. Comput. Hum. Behav. 59, 380–388 (2016)
Ke, F., Lee, S.: Virtual reality based collaborative design by children with high-functioning autism: design-based flexibility, identity, and norm construction. Interact. Learn. Environ. 24, 1511–1533 (2016)
Glaser, N., Schmidt, M., Schmidt, C.: Learner experience and evidence of cybersickness: design tensions in a virtual reality public transportation intervention for autistic adults. Virtual Real. 20, 1705 (2022)
Dawson, J., Thomson, R.: The future cybersecurity workforce: going beyond technical skills for successful cyber performance. Front. Psychol. 9, 744 (2018)
Alnajim, A.M., Habib, S., Islam, M., AlRawashdeh, H.S., Wasim, M.: Exploring cybersecurity education and training techniques: a comprehensive review of traditional, virtual reality, and augmented reality approaches. Symmetry. 15, 2175 (2023)
Nagarajan, A., Allbeck, J.M., Sood, A., Janssen, T.L.: Exploring game design for cybersecurity training. IN: Presented at the 2012 IEEE International Conference on Cyber Technology in Automation, Control, and Intelligent Systems (CYBER) (2012)
Asif, S.A., Patt, R., Rutherford, T., Mouza, C., Shen, C.-C.: Work-in-progress-participatory design of an augmented reality firewall game. Immersive Learn. Res. Acad., 1–5 (2023). https://doi.org/10.56198/ZH3JOJ4XF
Wang, X., Xing, W.: Supporting youth with autism learning social competence: a comparison of game-and nongame-based activities in 3D virtual world. J. Educ. Comput. Res. 60, 74–103 (2022)
Veneruso, S.V., Ferro, L.S., Marrella, A., Mecella, M., Catarci, T.: CyberVR: an interactive learning experience in virtual reality for cybersecurity related issues. In: Presented at the Proceedings of the International Conference on Advanced Visual Interfaces (2022)
Reeves, T., McKenney, S.: Design-based research. In: The Sage Encyclopedia of Educational Technology. pp. 189–191. SAGE Publications Inc. (2015)
Gray, C.M.: Paradigms of knowledge production in human-computer interaction: Towards a framing for learner experience (LX) design. M Schmidt AA Tawfik Jahnke Earnshaw2020 Learn. User Exp. Res. Introd. Field Learn. Des. Technol. EdTech Books Httpsedtechbooks Orgux. (2020)
Allen, M.W., Sites, R.: Leaving ADDIE for SAM: An Agile Model for Developing the Best Learning Experiences. American Society for Training and Development (2012)
Glaser, N.J., Schmidt, M., Wade, S.L., Smith, A., Turnier, L., Modi, A.C.: The formative design of epilepsy journey: a web-based executive functioning intervention for adolescents with epilepsy. J. Form. Des. Learn. (2017). https://doi.org/10.1007/s41686-017-0011-3
Schmidt, M., et al.: Learning experience design of an mhealth intervention for parents of children with epilepsy. Int. J. Med. Inf. 160, 104671 (2022). https://doi.org/10.1016/j.ijmedinf.2021.104671
Glaser, N., AlZoubi, D., Earnshaw, Y., Shaffer, E.L., Yang, M.: Formative design and development of a three-dimensional collaborative virtual learning environment through learning experience design methods. J. Form. Des. Learn. (2022). https://doi.org/10.1007/s41686-022-00072-2
Köppen, E., Meinel, C.: Empathy via design thinking: creation of sense and knowledge. In: Design Thinking Research: Building Innovators, pp. 15–28. Springer (2014)
Lane, P.: Empathy the first step in design thinking. In: Presented at the ICERI2017 Proceedings (2017)
Creswell, J.W., Poth, C.N.: Qualitative Inquiry and Research Design: Choosing Among Five Approaches. Sage publications (2016)
Siricharoen, W.V.: Using empathy mapping in design thinking process for personas discovering. Presented at the Context-Aware Systems and Applications, and Nature of Computation and Communication: 9th EAI International Conference, ICCASA 2020, and 6th EAI International Conference, ICTCC 2020, Thai Nguyen, Vietnam, November 26–27, 2020, Proceedings 9 (2021)
Chapman, R., Carel, H.: Neurodiversity, epistemic injustice, and the good human life. J. Soc. Philos. (2022)
Niranjanamurthy, M., Nagaraj, A., Gattu, H., Shetty, P.K.: Research study on importance of usability testing/user experience (UX) testing. Int. J. Comput. Sci. Mob. Comput. 3, 78–85 (2014)
Alqahtani, T., Badreldin, H.A., Alrashed, M., Alshaya, A.I., Alghamdi, S.S., bin Saleh, K., Alowais, S.A., Alshaya, O.A., Rahman, I., Al Yami, M.S.: The emergent role of artificial intelligence, natural learning processing, and large language models in higher education and research. Res. Soc. Adm. Pharm. (2023)
Honebein, P.C., Reigeluth, C.M.: To prove or improve, that is the question: the resurgence of comparative, confounded research between 2010 and 2019. Educ. Technol. Res. Dev. 69, 465–496 (2021). https://doi.org/10.1007/s11423-021-09988-1
Newbutt, N., Glaser, N., Francois, M.S., Schmidt, M., Cobb, S.: How are autistic people involved in the design of extended reality technologies? A systematic literature review. J. Autism Dev. Disord. (2023)
Funding
This research is funded by the National Science Foundation under project award number 2302596.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2025 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Glaser, N. et al. (2025). Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project’s Virtual Reality Curriculum for Neurodiverse Adults in STEM. In: Krüger, J.M., et al. Immersive Learning Research Network. iLRN 2024. Communications in Computer and Information Science, vol 2271. Springer, Cham. https://doi.org/10.1007/978-3-031-80475-5_19
Download citation
DOI: https://doi.org/10.1007/978-3-031-80475-5_19
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-80474-8
Online ISBN: 978-3-031-80475-5
eBook Packages: EducationEducation (R0)