Co-StiCap: System based on Distributed and Tangible
User Interfaces to Improve Skills in Children with ADHD
Elena de la Guía, María D. Lozano and Víctor R. Penichet
Computer Systems Department, University of Castilla-La Mancha, Albacete, Spain
Abstract. The attention deficit disorder with hyperactivity (ADHD) has in-
creased considerably in recent years. People who have it experience behavioral
problems, learning and self-control in their lives. The therapies performed are
based on activities to improve cognitive abilities. Nowadays technology is be-
coming a tool to facilitate the cognitive stimulation and work of therapists, fam-
ily, etc. In this paper we present Co-StiCap (Stimulating Collaborative Cogni-
tive Capabilities) is a multi-device system based on Distributed User Interfaces
and games aimed at improving the communication and cognitive capabilities
in children with ADHD. The system consists of a projector running the main
game interface, tangible interfaces based on common objects that we use to in-
teract through a mobile device (which integrates NFC reader) with the main in-
terface. Moreover it has another mobile device application for therapists, which
aims to control the process of children and assist in the collaboration and coop-
eration among them. It has carried out an assessment in order to check the effect
of the system and the new technique of interaction among children and families
and therapists.
1 Introduction
Diagnosis of Attention Deficit-Hyperactivity Disorder (ADHD) has increased consid-
erably over the last decade [1]. ADHD is defined as a behavioral disorder character-
ized by moderate to severe distraction, difficulty attending, restlessness, emotional
instability and impulsive behavior [13]. Often people suffering from this disease have
social problems, between 50 and 60 percent of children with ADHD have difficulty
getting along and interact with other children. Brain-training programs are high-tech
therapies that sharpen working memory and improve focus in children and adults with
ADHD.
In recent years interactive games have been widely accepted by the society, these
can be used as a learning tool and help to strengthen cognitive skills in an amusing
and pleasant way. According to a study published in [5] among the effects of the
games we emphasize that cooperative games improve the participation and integration
of users, also improving their communication skills, self-confidence, self-awareness
and ability to work with others.
de la Guía E., D. Lozano M. and R. Penichet V..
Co-StiCap: System based on Distributed and Tangible User Interfaces to Improve Skills in Children with ADHD.
DOI: 10.5220/0004602800640073
In Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments (IDEE-2013), pages 64-73
ISBN: 978-989-8565-65-5
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
Technological advances in miniaturization of microprocessors have opened new
possibilities for user services. The user has multiple devices such as smartphones,
tablets, netbooks, laptop, etc. We find multi-device environments that offer us many
advantages, but also require a new type of user interfaces and interaction mode. In
this case we use Distributed User Interfaces (DUIs) and Tangible User Interfaces in
order to offer a multi-device usable and intuitive to the user, thus taking advantage of
all the opportunities offered by technology.
Co-StiCap is a system based on games that uses NFC and Web technology to
carry out the distribution of user interfaces and to provide a intuitive interaction with
the system. The main objective of the system is to provide cognitive stimulation
games for the ADHD affected conduct their therapy in a fun and develop skills such
as memory, attention, communication, and so on.
The paper is organized as follows. The following section describes the most im-
portant concepts related to the project, then explained how it was designed and devel-
oped the system. The next section describes in detail the system Co-StiCap and finally
we explained the conclusions and future work.
2 Related Works
We are witnessing the integration of new environments, also called multi-device envi-
ronment (MDE). These scenarios are going to find consist of multiple, heterogeneous
devices distributed in the environment along with screens and surfaces where user
interfaces can be executed. Example of such environments we find the following: i-
Land, [11] is an interactive system for facilitating collaboration between users
through devices such as: an interactive electronic wall; a chair and an interactive table
that allows interacted with her through 'touching' technique. WallShare [6] is a col-
laborative system that allows distributing the interfaces between different devices
such as mobile phones, PDAs, laptops, and etc. In addition, it is composed on an open
space to be displayed through a projector on a surface such as a wall. E-conic [10] is
an application that supports multiple devices sharing information among them. These
new scenarios offer multiple advantages over the computers. However, we have the
necessity of distributing information in different and heterogeneous devices. For this
reason, It is necessary take into account the design of Distributed User Interfaces
(DUI). This term is defined by Niklas Elmqvist in [4] as a user interface in which its
components can be distributed across one or more dimensions such as input, output,
platform, time and space. Distributed user interfaces can be displayed on different
devices: phones, computers, screens, objects , and etc. The interfaces that are distrib-
uted in objects are called Tangible User Interfaces (TUI) [8]. These are physical ob-
jects used as representations and controls for digital information.
There are games focused on improving cognitive abilities of people affected with
ADHD disease. Then, we will describe them. Memotiva [12] is a program that in-
cludes exercise to improve the visual and spatial abilities. Caza_Cosas [2] is a suite of
games designed for visual memory. Luminosity [9] is a program designed to train the
mind. It is based on the concept of 'neuroplasticity', ie the mind's ability to learn and
adapt to receive the right stimuli. SMART BrainGames [3] is a game focused on
educating different cognitive abilities. There are also virtual reality environments
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developed to improve the attention and concentration in children with ADHD [14]
[15]. Currently online games are having a high acceptance by the ability to interact
with the therapist so remotely [17]. There are even video games offer the possibility
of developing cognitive skills and improve learning in children such as
Interactivemetronome[18] and Cogmed[19]. However, the way they interact is still
based on the classical methods of interaction via mouse and keyboard, or in the case
of virtual reality through hulls (Head Mounted Device, HMD). Furthermore, these
systems enhance user’s individual development but do not allow that multiple users to
collaborate.
3 System Requirements
In order to design and develop an MDE scenario we considered an interactive triangle
(Figure 1). This is based on the following factors: Users and tasks to be performed,
new technologies and devices available in an MDE scenario and tangible distributed
user interfaces as an intermediary between users solutions.
Fig. 1. Interactive Triangle.
The most important component of the system is the user. The design corresponds to
your needs and the task to be performed. Then we define the vertex of the triangle in
more detail:
Vertex 1: MDE refers to the devices and the communication among them. In the
design we have to keep in mind that all available devices should be easy to use. For
example the following devices: Laptop, Smartphone, Kinect, Wii, Tablet, and Projec-
tor.
Vertex 2: The architecture to communicate all devices. This kind of architecture
must allow to integrate different types of technologies, such as Web technologies,
identification RFID, NFC.
Vertex 3: DUIs and TUIs are the link among MDE environments, the architecture
and the user together with the task (the latter is an implicit factor that will be present
to design and develop the system).
Combining these types of interfaces offers the following advantages:
-The system can have a private interface (tangible interfaces, each user has their own)
so this makes users more confident . Moreover, it provides a shared interface.
DUIs and TUIs
MDE
Architecture
Users
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-Tangible interaction is more natural for users. They only have to bring the objects
closer to the mobile device. In this way we provide flexibility in the space, you can
work in the same room and o remotely interact with the system.
-It offers the possibility for multiple users to interact simultaneously, thus facilitating
participation and communication.
-In a collaborative environment we can distribute and maintain collaborative interface
users' private spaces with their own device. Considering Streng study [16] and the
importance of working with individual space, our conclusion is that users are more
confident when interacting and working with the system.
-The distribution of user interfaces in the environment allows us to simulate the way
people usually work. In order to improve human-computer interaction in multi-device
environments that support DUIs it is necessary to know and take into account how
mental models and the cognitive system of users work. The study described in [7]
provides a guidelines to distribute traditional user interfaces (GUIs) in MDE
-Direct interaction with the objects provides a better understanding of the task. The
tangible interfaces emphasize the connection between the body and the cognitive
process, thus facilitating thinking through physical actions.
The disadvantage is the scalability of tangible interfaces. These are
stationary and
designed to engage five users. One of the future works would be to allow users to edit
the games and tangible interfaces easily.
4 Co-StiCap System
Co-StiCap (Stimulating Collaborative Cognitive Capabilities) is a learning and col-
laborative multi-device environment designed to stimulate the memory, attention,
concentration, so on in people with ADHD disease. The collaborative system is based
on the distribution of interfaces and device mobility; it offers the possibility to be
used individually or by multiple users. It integrates a new form of human-computer
interaction. The user can interact with the system through everyday objects. The func-
tionality of the system is as follows. In the main game an interface is projected on the
wall. Users with tangibles interfaces, i.e., the objects that integrate NFC tags, can
interact with the main interface; this requires the mobile device that incorporates the
NFC reader to interact with the main interface and this is necessary to bring objects to
the mobile device. For example, if in the game an object must be associated with
another, the user only has to bring the corresponding object closer to the mobile de-
vice, and then the system recognizes it and displays the outcome of the game. The
system includes a part for teacher or therapists. This module allows to control the
games, the results, and the users. In addition ,the system also monitors the user data
to coordinate the multi players in the game (see Figure 2).
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4.1 Design through Interactive Triangle
In order to design and develop the system we have considered the three vertices as
explained in the previous section.
Fig. 2. Main scenario: it consists of tangible interfaces, mobile device and the computer.
4.1.1 MDE
Multiple devices are networked in an MDE. In this system we have used the follow-
ing:
-Smartphone. It is used to interact with the system, because of the small screen size
it has just been used as an interaction device, the relevance of this device is that it
offers a more natural tangible interaction style which is easy to use any size tablet
could also be used, being the only requirement to incorporate NFC technology .
- Tablet has been used for application of the therapist, in this case the application
shows data, graphs, monitoring users and user data. Besides, it offers functions to
control the game. This device was chosen because of the complexity of the task and
the need for a larger screen than any Smartphone.
-Laptop. It is responsible for showing the main game interface. It has been chosen due
to its computing power that allows us to execute quality graphics and multi-modal
factor as well as offering sound, text, graphics.
-Projector. This device expands the size of the main interface easily. It also allows
multiple players to play at the same time
-Resources interaction, i.e. common objects that facilitate interaction with the system.
-Tangible Menu, (this is an alternative to tablet) which has been used by therapist,
parents, teachers, etc. In this case the interface allows them to control the game re-
motely.
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4.1.2 System Architecture
The architecture is client-server mode. It allows any type of device to communicate
with others through NFC and Web technologies. Tangible user interfaces incorporate
an NFC tag that has written a web address that identifies the object. When the inter-
face approaches the NFC reader (built inside the mobile device) it reads the tag in-
formation and executes the corresponding mode on the server. The server is responsi-
ble for interpreting the data sent by the mobile device and simultaneously executing
the required action in the other interfaces. In this type of scenario the server is the
main component responsible for communication among devices through an access
point. This component is also responsible for the control logic, i.e. contains all ser-
vices and tools necessary for the rest of devices which make up the system.
4.1.3 Duis and Tuis
The main task of the system is to provide collaborative games. Taking into account
the distribution of user interfaces according to the users' mental models [7]. We has
divided collaborative interface main games on a projector to be displayed more clear-
ly, mobile device interface has been used as device interaction between the main
interface and tangible interfaces. In the next section we describe in more detail the
distribution of the interfaces.
4.2 Interfaces Distribution
The system divides and distributes the following interfaces:
4.2.1 Main Game Interface
It refers to the interface that is distributed and displayed on the wall thanks to the
projector that which is responsible for extending it. The main reason has been to facil-
itate the visualization of the main game screen. In this way the children can interact
remotely with the game. The information displayed on the interface has been designed
keeping in mind that children with ADHD have a too limited working memory that
may cause limitations in performing daily activities. Cognitive stimulation games is
taking place in therapy with children with ADHD to exercise your memory and im-
prove concentration and attention. In this system we have focused on games memory,
calculation and language in order to improve the cognitive abilities of users, the
communication between them and their self-esteem.
The shared interface allows users to pay attention to the image, because the pro-
jection of the interface allows the size is larger, and allows all users to concentrate on
the information displayed in the interface and share it with other users (Figure 3).
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Fig. 3. Main Game Interface.
4.2.2 Tangible User Interfaces
Tangible interfaces are based on common objects such as cards. It contains a NFC tag
inside with a web address that is responsible for identifying the card and the user who
has it. Each user is identified by a color and using the cards as interactive resource.
The advantages of this type of interface is that we allow for simple and intuitive inter-
action for the user. In this prototype we take physical manipulation for educational
purposes has always been the basis of cognitive development in education, so the user
does not need a prior learning to interact with objects, he/she does unconsciously (See
Figure 4).
Fig. 4. Tangible Interfaces collaborative games (top) Mobile devices that incorporate an NFC
reader in order to communicate tangible interface with the system (down).
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4.2.3 Mobile User Interface
In this system we have two different mobile devices: the Smartphone and Tablet. The
Smartphone has been used as a device for interaction between the main game and
tangible interfaces. Due to the limited screen size of your mobile interface based on
graphic description of the interaction to be performed by the user with the game.
The Tablet in the system can have two different functions. If it contains inside
NFC reader can be used as a communication device between tangible interfaces and
the game (same as a mobile device). In our case has been used to show the application
made for therapists, family, and etc. This application is responsible for displaying the
data that monitors the game, i.e. the child has played, the results, and etc. among the
existing games depending on the cognitive capacity that is intended to improve. Inter-
nally the application monitors the user process, when you have a user wearing several
games without playing warns the therapist and the therapist can change the turn, sim-
ultaneously show a message in the game interface by encouraging the user to partici-
pate. This will get better communication and coordination among the users. It also
offers the opportunity to shy and introverted children to integration with other chil-
dren. The program allows the therapist to control the data and those who play. It also
includes an automatic option which coordinates to the users depending on the im-
provements in the games.
4.2.4 Interaction Style
The new style of interaction with tangible interfaces attempts to simulate the way the
user interacts with his environment. This will try to eliminate the need for prior
knowledge of the user. In order to interact with the system only need to bring tangible
interface (depending on the type of game to be shown on the main interface) to the
mobile device (see Figure 5).
a) b)
Fig. 5. (a) Tangible User Interfaces with NFC tag, (b) Interaction style.
5 Conclusions
This paper describes a multi-device and collaborative environment which support
tangible and distributed user interfaces. It has been developed with NFC and Web
technologies. In order to design and develop the system has emphasized how to dis-
tribute the interfaces that device and how they communicate between them, taking
into account the human factors of users. The main objective of the system is to facili-
71
tate stimulation cognitive and communication in children with ADHD. The mecha-
nism of interaction based on tangible interfaces, known as objects offered a simple
and intuitive interaction in a way that helps to eliminate the technological barrier in
people who have limitations. We did an evaluation, the results have been very posi-
tive, users have enjoyed using the system and it was found after several iterations
cognitive and communicative improvements among users.
Acknowledgements
This research has been partially supported by the Spanish CICYT research project
TIN2011-27767-C02-01 and the regional projects with reference PPII10-0300-4174
and PII2C09-0185-1030. We would like to especially thank Yolanda Cotillas, Erika
Gonzalez and Luis Alberto Martinez for their collaboration on this project.
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