SIDES: A Cooperative Tabletop Computer Game for Social Skills Development

This paper presents a design case study of SIDES: Shared Interfaces to Develop Effective Social Skills. SIDES is a tool designed to help adolescents with Asperger's Syndrome practice effective group work skills using a four-player cooperative computer game that runs on tabletop technology. We present the design process and evaluation of SIDES conducted over six months with a middle school social group therapy class. Our findings indicate that cooperative tabletop computer games are a motivating and supportive tool for facilitating effective group work among our target population and reveal several design lessons to inform the development of similar systems.

[1]  Allison Druin,et al.  Single display groupware: a model for co-present collaboration , 1999, CHI '99.

[2]  L. S. Vygotskiĭ,et al.  Mind in society : the development of higher psychological processes , 1978 .

[3]  M. Sheelagh T. Carpendale,et al.  Territoriality in collaborative tabletop workspaces , 2004, CSCW.

[4]  Steven Kerr,et al.  Virtual environments for social skills training: the importance of scaffolding in practice , 2002, Assets '02.

[5]  J. Piaget,et al.  The Psychology of the Child , 1969 .

[6]  Douglas Schuler,et al.  Participatory Design: Principles and Practices , 1993 .

[7]  Anne Marie Piper,et al.  Supporting Cooperative Language Learning: Issues in Interface Design for an Interactive Table , 2005 .

[8]  Maria M. Klawe,et al.  The participatory design of a sound and image enhanced daily planner for people with aphasia , 2004, CHI.

[9]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[10]  Andreas Paepcke,et al.  Cooperative gestures: multi-user gestural interactions for co-located groupware , 2006, CHI.

[11]  Darren Leigh,et al.  DiamondTouch: a multi-user touch technology , 2001, UIST '01.

[12]  Gerhard Fischer,et al.  Human-centered public transportation systems for persons with cognitive disabilities , 2002 .

[13]  Kori Inkpen Quinn,et al.  The Effect of Turn-Taking Protocols on Children's Learning in Mouse-Driven Collaborative Environments , 1997, Graphics Interface.

[14]  Mike Wu,et al.  Participatory design of an orientation aid for amnesics , 2005, CHI.

[15]  Helen Neale,et al.  An inter - disciplinary approach to investigating the use of virtual reality environments for people , 2001 .

[16]  Regan L. Mandryk,et al.  False prophets: exploring hybrid board/video games , 2002, CHI Extended Abstracts.

[17]  Timo Engelke,et al.  Towards the Next Generation of Tabletop Gaming Experiences , 2004, Graphics Interface.

[18]  Lev Vygotsky Mind in society , 1978 .

[19]  Kori Inkpen Quinn,et al.  Give and take: children collaborating on one computer , 1995, CHI 95 Conference Companion.

[20]  Dan Morris,et al.  Individual audio channels with single display groupware: effects on communication and task strategy , 2004, CSCW.

[21]  C. Gillberg,et al.  The epidemiology of Asperger syndrome. A total population study. , 1993, Journal of child psychology and psychiatry, and allied disciplines.

[22]  M. Griffiths Video games and clinical practice: issues, uses and treatments. , 1997, The British journal of clinical psychology.

[23]  Meredith Ringel Morris,et al.  DiamondSpin: an extensible toolkit for around-the-table interaction , 2004, CHI.

[24]  Yvonne Rogers,et al.  Collaborating around large interactive displays: which way is best to meet? , 2003 .

[25]  Kellogg S. Booth,et al.  Turn-Taking Protocols for Mouse-Driven Collaborative Environments , 1998 .

[26]  Wade Junek,et al.  Mind Reading: The Interactive Guide to Emotions , 2007 .