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Ashwini Ranade

dblp:159/0538 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2015
0000-0001-9917-2918ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% Health and well-being technologies · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212015
Spaceship Launch: Designing a Collaborative Exergame for Families · CSCW 2015
Health and well-being technologies
physical activity
0.112015
Spaceship Launch: Designing a Collaborative Exergame for Families · CSCW 2015

Methods — techniques the papers use, named apart from their topics

iterative design · 0.2formative study · 0.2field evaluation · 0.2
YearPublicationVenuePosition
2015 Spaceship Launch: Designing a Collaborative Exergame for Families
abstract
Parents play a critical role in facilitating children's physical activity, as they are an important source of modeling and support. While Human-Computer Interaction (HCI) researchers have explored exergame design for children or adults separately, an important open area of work is identifying design guidelines for family exergames. One question that researchers have increasingly posed is, how can exergames be designed to avoid potential negative consequences of competition? To address these questions we designed Spaceship Launch, an exergame for parents and kids in lower income neighborhoods, where obesity is most prevalent. We describe our iterative design process: the formative study to identify design opportunities, our resulting system, and our field evaluation of the tool. Our findings highlight the impact of SL on physical activity intentions, and how parental preferences for in-game competition were aligned with the psychological needs of relatedness and competence. We conclude with design recommendations for future family-focused exergames.
Herman Saksono, Ashwini Ranade, Geeta Kamarthi, Carmen Castaneda-Sceppa, Jessica A. Hoffman, Cathy Wirth, Andrea G. Parker
CSCW2