ABSTRACT
The human-computer interaction (HCI) field includes a long-standing community interested in designing systems to enable user reflection. In this work, we present our findings on how interactive narratives and roleplaying can effectively support reflection. To pursue this line of inquiry, we conducted an exploratory, cross-sectional study evaluating an interactive narrative we created, Chimeria:Grayscale. To address issues present in prior HCI studies on the topic of reflection, we grounded our system design methodology and evaluations in theories drawn from clinical psychology and education. The results of our study indicate that Chimeria:Grayscale, the interactive narrative we created by operationalizing our system design methodology, enabled our study participants to critically self-reflect.
- Victor Asal. 2005. Playing Games with International Relations. International Studies Perspectives 6, 2 (2005), 359--373.Google ScholarCross Ref
- Aaron Bangor, Philip Kortum, and James Miller. 2009. Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. Journal of Usability Studies 4, 3 (2009), 114--123. Google ScholarDigital Library
- Meg Barton, Carl Symborski, Mary Magee Quinn, Carey K. Morewedge, Karim S. Kassam, and James H. Korris. 2015. The Use of Theory in Designing a Serious Game for the Reduction of Cognitive Biases. In DiGRA 2015. DiGRA.Google Scholar
- Eric P.S. Baumer. 2015. Reflective Informatics: Conceptual Dimensions for Designing Technologies of Reflection. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 585--594. Google ScholarDigital Library
- Eric P.S. Baumer, Vera Khovanskaya, Mark Matthews, Lindsay Reynolds, Victoria Schwanda Sosik, and Geri Gay. 2014. Reviewing Reflection: On the Use of Reflection in Interactive System Design. In Proceedings of the 2014 Conference on Designing Interactive Systems (DIS '14). ACM, New York, NY, USA, 93--102. Google ScholarDigital Library
- J. A. Blumenthal. 1998. The Reasonable Woman Standard: A Meta-Analytic Review of Gender Differences in Perceptions of Sexual Harassment. Law and Human Behavior 22, 1 (1998), 33--57.Google ScholarCross Ref
- John Brooke. 1996. Usability Evaluation in Industry. CRC Press, Boca Raton, FL, USA, Chapter SUS - A quick and dirty usability scale, 189--194.Google Scholar
- Sunny Consolvo, David W. McDonald, and James A. Landay. 2009. Theory-driven Design Strategies for Technologies That Support Behavior Change in Everyday Life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 405--414. Google ScholarDigital Library
- Raymond Corsini. 2011. Role Playing in Psychotherapy. Routledge, Abingdon, UK.Google Scholar
- John Dewey. 1933. How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process. D. C. Heath, Boston, MA, USA.Google Scholar
- Henry Ellington, Monica Gordon, and Joannie Fowlie. 1998. Using Games and Simulation in the Classroom. Kogan Page, London, UK.Google Scholar
- Rowanne Fleck and Geraldine Fitzpatrick. 2010. Reflecting on Reflection: Framing a Design Landscape. In Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction (OZCHI '10). ACM, New York, NY, USA, 216--223. Google ScholarDigital Library
- Peter Glick and Susan T. Fiske. 1996. The Ambivalent Sexism Inventory: Differentiating Hostile and Benevolent Sexism. Journal of Personality and Social Psychology 70, 3 (1996), 491--512.Google ScholarCross Ref
- Peter Glick and Susan T. Fiske. 2011. Ambivalent Sexism Revisited. Psychology of Women Quarterly 35, 3 (2011), 530--535.Google ScholarCross Ref
- Joseph Goguen. 1999. An Introduction to Algebraic Semiotics, with Application to User Interface Design. Springer Berlin Heidelberg, Berlin, Heidelberg, 242--291. Google ScholarDigital Library
- Joseph Goguen. 2000. Computation for Metaphors, Analogy, and Agents. Springer, Chapter An Introduction to Algebraic Semiotics, with Application to User Interface Design, 242--291. Google ScholarDigital Library
- D. Fox Harrell. 2013. Phantasmal Media: An Approach to Imagination, Computation, and Expression. MIT Press, Cambridge, MA, USA. Google ScholarDigital Library
- D. Fox Harrell, Dominic Kao, and Chong-U Lim. 2013. Computationally Modeling Narratives of Social Group Membership with the Chimeria System. In CMN 2013. Dagstuhl Publishing.Google Scholar
- D. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, and Ainsley Sutherland. 2014a. Authoring Conversational Narratives in Games with the Chimeria Platform. In FDG 2014.Google Scholar
- D. Fox Harrell, Dominic Kao, Chong-U Lim, Jason Lipshin, and Ainsley Sutherland. 2014b. Stories of Stigma and Acceptance Using the Chimeria Platform. In ELO 2014. Electronic Literature Organization.Google Scholar
- D. Fox Harrell, Chong-U Lim, Sonny Sidhu, Jia Zhang, Ayse Gursoy, and Christine Yu. 2012. Exploring Everyday Creative Responses to Social Discrimination with the Mimesis System. In ICCC 2012.Google Scholar
- D. Fox Harrell, Pablo Ortiz, Peter Downs, Elizabeth Carre, Annie Wang, and Maya Wagoner. 2017. Chimeria:Grayscale: An Interactive Narrative for Provoking Critical Reflection on Gender Discrimination. In ELO 2017. Electronic Literature Organization.Google Scholar
- Vicki A. Jackson and Anthony L. Back. 2011. Teaching Communication Skills Using Role-Play: An Experience-Based Guide for Educators. Journal of Palliative Medicine 14, 6 (2011), 775--780.Google ScholarCross Ref
- Geoff Kaufman and Mary Flanagan. 2015. A Psychologically "Embedded" Approach to Designing Games for Prosocial Causes. Cyberpsychology: Journal of Pyschosocial Research on Cyberspace 9, 3 (2015).Google Scholar
- Geoff Kaufman, Mary Flanagan, and Max Seidman. 2015. Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model. In DiGRA 2015. DiGRA.Google Scholar
- Kathleen P. King. 2009. The Handbook of the Evolving Research of Transformative Learning: Based on the Learning Activities Survey (10th Anniversary Edition). Information Age, Charlotte, NC, USA.Google Scholar
- Ian Li, Anind Dey, and Jodi Forlizzi. 2010. A Stage-based Model of Personal Informatics Systems. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 557--566. Google ScholarDigital Library
- Lena Mamykina, Elizabeth Mynatt, Patricia Davidson, and Daniel Greenblatt. 2008. MAHI: Investigation of Social Scaffolding for Reflective Thinking in Diabetes Management. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08). ACM, New York, NY, USA, 477--486. Google ScholarDigital Library
- Jack Mezirow. 1978. Perspective Transformation. Adult Education Quarterly 28, 2 (1978), 100--110.Google ScholarCross Ref
- Jack Mezirow. 1990. Fostering Critical Reflection in Adulthood: A Guide to Transformative and Emancipatory Learning. Jossey-Bass, San Francisco, CA, USA.Google Scholar
- Jack Mezirow and Associates. 2001. Learning as Transformation: Critical Perspectives on a Theory in Progress. Jossey-Bass, San Francisco, CA, USA.Google Scholar
- Jack Mezirow and Victoria Marsick. 1978. Education for Perspective Transformation: Women's Re-entry Programs in Community Colleges. Center for Adult Education, Teachers College, Columbia University, New York, NY, USA.Google Scholar
- Brendan Nyhan and Jason Reifler. 2010. When Corrections Fail: The Persistence of Political Misperceptions. Political Behavior 32, 2 (2010), 303--330.Google ScholarCross Ref
- Eleanor O'Rourke, Kyla Haimovitz, Christy Ballweber, Carol Dweck, and Zoran Popovi´ c. 2014. Brain Points: A Growth Mindset Incentive Structure Boosts Persistence in an Educational Game. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 3339--3348. Google ScholarDigital Library
- Melissa Paschall and Rolf Wüstenhagen. 2012. More Than a Game: Learning About Climate Change Through Role-Play. Journal of Management Education 36, 4 (2012), 510--543.Google ScholarCross Ref
- Karolien Poels, Yvonne A. W. de Kort, and Wijnand A. IJsselsteijn. 2013. The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven, Eindhoven, Netherlands.Google Scholar
- Danya Lee Rumore. 2015. Role-Play Simulations: A Tool for Transformative Civic Education and Engagement Around Science-Intensive Environmental Issues. Ph.D. Dissertation. Massachusetts Institute of Technology, Cambridge, MA.Google Scholar
- Herman Saksono and Andrea G. Parker. 2017. Reflective Informatics Through Family Storytelling: Self-discovering Physical Activity Predictors. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 5232--5244. Google ScholarDigital Library
- Ferdinand de Saussure. 1959. Course in General Linguistics. The Philosophical Library, New York, NY, USA. Google ScholarDigital Library
- Donald A. Schön. 1983. The Reflective Practitioner: How Professionals Think In Action. Basic Books, New York, NY, USA.Google Scholar
- Petr Slovak, Christopher Frauenberger, and Geraldine Fitzpatrick. 2017. Reflective Practicum: A Framework of Sensitising Concepts to Design for Transformative Reflection. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 2696--2707. Google ScholarDigital Library
- Lawrence Susskind and Jason Corburn. 1999. Using Simulations to Teach Negotiation: Pedagogical Theory and Practice. Harvard Law School: Program on Negotiation Working Paper 99--1. (1999).Google Scholar
- Krysia M. Yardley-Matwiejczuk. 1997. Role Play: Theory and Practice. SAGE, Thousand Oaks, CA, USA.Google Scholar
- Langxuan Yin, Lazlo Ring, and Timothy Bickmore. 2012. Using an Interactive Visual Novel to Promote Patient Empowerment Through Engagement. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 41--48. Google ScholarDigital Library
Index Terms
- Enabling Critical Self-Reflection through Roleplay with Chimeria: Grayscale
Recommendations
Chimeria: Grayscale MOOC: Towards Critical Self-Reflection at Scale
L@S '19: Proceedings of the Sixth (2019) ACM Conference on Learning @ ScaleContemporary online learning systems are increasingly common elements of post-secondary, workplace, and lifelong education. These systems typically employ the transmission model of education to teach students, an approach ill-suited for fostering deeper ...
Lost cause, an interactive film project
MM '08: Proceedings of the 16th ACM international conference on MultimediaOne of the challenges in designing an interactive cinematic experience is to offer interactive choices, which does not distract the user from immersion into the story. The interactive film Lost Cause focuses on the life of the main character explored ...
I Kind of Had an Avatar Switch: The Role of the Self in Engagement with an Interactive TV Drama
TVX '16: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online VideoThis paper reports results from a study which examined viewers? cognitive and affective responses to an interactive TV drama. Ten participants were videoed interacting with "Our World War" [1], and then interviewed about their experience using the video ...
Comments