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SUBCAPITULO II: ANALISIS DEL DESPIDO FRAUDULENTO EN SU APLICACIÓN

4. Comparación de los criterios jurisprudenciales del Tribunal Constitucional y

After the observations, an interview will be held with a doctor and a man specialized in interactive playgrounds. The interview takes place at MST, on June 25th, 2018, to be exact. During this interview there

are two main aspects that will be investigated. Firstly, it is very important to assure that the information that is given in the game is representable of the correct. Secondly, questions will be asked on whether the game is designed optimally for on an interactive playground and for the target group. These are two completely different questions and although it is important to mention that the focus will be on the first question, this section will be examining both of them. This information is important, because the user should not be taught false information. Additionally although an expert in interactive playground might not know it all, they have had more experience with the playground and the behavior of children as they play on in, therefore certain tips and tricks could be helpful to improve the game itself and entertain the children as well as teach them about positive and negative triggers concerning asthma. Hopefully, positive conclusions will be made and the interviewees will be very enthusiastic about it.

6.2.1 Functionalities to be Questioned

The aim of the interview is to evaluate the usability of the game, as well as the informative features and the design choices concerning the interactive playground. The interviewees might want to play the game and based on their experiences and knowledge they will answer questions that will be asked. Even though they do not fit the exact target group, the doctor works with these children and therefore has a great view of their interests. This is enough reason to collect his opinion on whether they found this game has potential or not. Suggestions from the interviewees will be collected. This could concern the overall look of the game, the information that is given in the game, the game experience on the interactive playground and more.

6.2.2 Interview Protocol

Firstly, the two interviewees and the interviewer will gather somewhere and discuss shortly what has been going on concerning this project. After this very short meeting, the game will be showed on the interactive playground. They can decide by themselves whether they only want to watch or actually play the game. During this, they might make some remarks that should be remembered and written down as soon as the interview has been finished.

Secondly, for the actual interview, a list of questions has been prepared. This interview is about the game that has been designed. Therefore, it was important to show the game beforehand. The questions can be found below. However, there is room for follow-up questions. Before the interview, the interviewees are asked to sign the informed consent. Also, the interviewees will be asked whether they are okay with the interview being recorded.

1. What are your first impressions of the game?

2. Is the information that is given in the game representable and correct?

3. At this moment I have tried to include as many triggers as possible. Do you think it will be a problem that Eldub is allergic to so many triggers? Will it make it look fake?

4. Should something be added?

5. Is the game designed optimally for on an interactive playground?

6. What elements of my game have potential but could be improved easily to attract the target group more?

6.2.3 Data Analysis Plan

Data will be retrieved from this interview. It is very important to get data from the user by listening to their opinion on certain parts of the game. The questioned that have been listed will be asked in the form of an live interview. This interview will be recorded to make sure that all the information can be collected since this is an important part of the evaluation. Once the interview is over, the audio will be used to make notes and draw conclusions from the new data that has been collected.

The analysis will probably return a number of varying recommendations and problems that were discovered throughout the interview. It is expected that these problems are crucial, especially if they concern the information that is given about asthma. Also, the interviewees work at MST and their opinions

are very reliable and therefore quite important. However, if useful, the problems that occur will be ranked as either a critical problem, a serious problem or a minor problem depending on how much the problem will affect the ultimate goal of the game. This ranking will potentially make it obvious which problems should be tackled immediately and which problems are either personal or minor, and should not be taken too seriously.

6.2.4 Results

The complete answered can be found in the Appendix C, however here are the conclusions that were drawn during and after the interview was held.

It was very pleasant to hear that both of the interviewees were very enthusiastic about the game. They both showed much interest and enjoyment as they saw the game running on the interactive playground. They really believe that the game has potential, that it is the best game that can be played on the playground in the waiting room, and that it will motivate the children to be physically active. The medical content that is given is correct, which is obviously very important when presented in a serious game. The fact that so many triggers were implemented in the game was also positively received, “Else there could be

children who cannot relate to the game, because they are missing triggers that influence their asthma.”

They were particularly very happy with the fact that the game has the possibility to attract numerous age groups already. However, one specific idea was mentioned to broaden this even more. The doctor explained the following when asked if there are elements in the game that can be improved easily to attract the target group more. “To personalize the game, to let the choose their avatar. This gives the possibility to

attract different age groups. An older child would choose another avatar than a younger child.” As of right

now, Eldub is the main face of the game. However, given the children the opportunity to pick their own avatar and the overall theme of the game with it, really created a broader age group that will be interested in this game. “I can even imagine that if you pick for Ronaldo for example, that the game can be played in

a football theme.” Additionally, Oinas-Kukkonen and Harjumaa [52] claim that personalization offers a

greater capability of persuasion.

Next to personalization, more comments have been given regarding this graduation project. Both of the interviewees were very enthusiastic with the implementation of exercise. However, they were concerned whether the information that is given regarding this element, but also other elements were clear enough for the target group. Suggestions were made including a tutorial of 10 to 15 seconds in which every trigger is explained shortly. This was implemented after the observations discussed in the previous chapter (Section 6.1). In addition, they suggest that these one-liners should generalize these triggers. Meaning that instead of introducing the ‘cat and dog’ image as being allergic to ‘cats and dogs’, introducing it as being allergic to ‘animals’. Or, ‘I have to be more careful in the hay fever season’ instead of ‘pollen’. They did have one more slight remark regarding the text that is implemented in the game. Every 50 seconds, Eldub tells the user how he is doing. However, if the user is playing very well Eldub’s messages are basically identical. Therefore, it was desired to make the feedback more diverse. Especially since children tend to love feedback like this.

Lastly, a slight possible problem has been noted. It is possible that the children are very aware of the fact that there is an opportunity for the user to cheat in the game. Especially in the first level. The user could simply stand on top of Eldub and catch every trigger. Eventually they will win without being active, which is not the wanted result. This problem was already noted during the realization phase, however, a very useful solution was shared. To get to the high score, the children have to catch the negative triggers as soon as possible. Children tend to be very competitive, so this could definitely make the children run faster.

These remarks and suggestions will not be implemented in the game before the next user test (Section 6.3). All of the advices of the interviewees will be taken seriously and considered. However, due to lack of time, not all of them will be realized in this graduation project.

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