Jared Duval

dblp:201/9199 · also Jared Scott Duval · DBLP profile ↗
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13ranked-venue papers
6as first author
8since 2021 · last 2025
0000-0002-5125-0566ORCID · verified

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

Human-computer interaction and ubiquitous computing · 13 · 6 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Co-Designing Culturally Grounded Mobile Health Games for Hypertension Management in Indigenous Communities
abstract
Hypertension, which disproportionately affects older adults, continues to pose a critical health challenge among Indigenous communities, where systemic healthcare inequities and cultural mismatches in medical interventions contribute to high rates of undiagnosed and unmanaged cases. This paper explores the co-design of culturally relevant mobile health games to support hypertension management among Indigenous Peoples in Northern Arizona. Drawing from participatory design methodologies, we conducted a workshop with 14 participants to conceptualize and prototype mobile applications focused on five key factors of hypertension care: medication adherence, nutrition, exercise, education, and blood pressure monitoring. The workshops revealed that culturally rooted play and storytelling may significantly enhance user engagement and acceptance of digital health tools. Using insights from these sessions, we developed five medium-fidelity prototypes that reflect diverse game and play strategies, from traditional gamification techniques to reappropriations of existing games infused with Indigenous cultural elements. Our findings highlight how participatory and culturally grounded design approaches can produce mobile health interventions that may resonate more deeply with Indigenous worldviews and healthcare practices. This study contributes empirical design artifacts and knowledge to the field of accessible health technologies, emphasizing the importance of Indigenous-led co-design in addressing chronic disease disparities. We conclude by outlining future directions for iterative prototyping and playtesting, with implications for broader applications in culturally responsive digital health innovation.
Alison Graham, Tochukwu Arinze Ikwunne, Jared Duval
ASSETS3
2025 Gaze Entropy as a Measure of Player Performance and Its Correlation with Focus and Attention
Saroj Kaashyap Pokkula, Ashish Amresh, Jared Duval
ETRA3
2024 Co-Designing Location-based Games for Broadband Data Collection
abstract
Crowdsourced data collection is a scalable approach to collecting mobile broadband performance data across space. However, existing platforms for crowdsourced mobile broadband measurements are not designed to engage workers over time or space, which can lead to spatial misrepresentation and stale data. With the insight that games and play offer naturally engaging frameworks for users, we held five iterative, participatory design sessions with 11 participants to co-design a catalog of 11 game concepts that could be used to create more spatially representative mobile broadband data sets. Importantly, we found that while games varied substantially with respect to theme, all used a few common game mechanics to incorporate mobile broadband data collection into play. This indicates that a designed prototype might focus on offering a customizable gaming structure that would allow communities and individuals to create thematic content that could overlay onto a set of common mechanics that could support more representative geospatial data collection.
Jared Duval, Shelby Hagemann, Tochukwu Arinze Ikwunne, Dayra Quinonez, Morgan Vigil-Hayes
Conference on Designing Interactive Systems1
2024 DREEM: Moving from Empathy to Enculturation in Disability Related Human-Centered Design
abstract
Empathy-building, the first stage in human-centered design, often involves methods that inadvertently reinforce negative stereotypes and biases toward disabled communities. In this work, we introduce a new method: Disability-Related Empathy from Existing Media (DREEM). This method focuses on enculturation rather than traditional ideas of empathy. DREEM leverages media created by disabled individuals to facilitate a deeper, culturally informed understanding. Cultural content is rich with authentic perspectives and tacit design knowledge from people with disabilities. Our four-step process includes (1) discovering relevant media, (2) close reading, (3) reflective journaling, and (4) aggregation of insights. In this article, we present our process of creating DREEM using research through design in multiple research and education contexts. Our findings show that DREEM can be applied in both design classrooms and research contexts to foster a more nuanced understanding of disability for newcomers to the space.
Leya Breanna Baltaxe-Admony, Jared Duval, Kathryn E. Ringland
ASSETS2
2023 Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
abstract
The paramount measure of success for a machine learning model has historically been predictive power and accuracy, but even a gold-standard accuracy benchmark fails when it inappropriately misrepresents a disabled or minority body. In this work, we reframe the role of machine learning as a provocation through a case study of participatory work co-creating exergames by employing machine learning and its training as a source of play and motivation rather than an accurate diagnostic tool for children with and without Sensory Based Motor Disorder. We created a design probe, Cirkus, that supports nearly any aminal locomotion exergame while collecting movement data for training a bespoke machine learning model. During 5 participatory workshops with a total of 30 children using Cirkus, we co-created a catalog of 17 exergames and a resulting machine-learning model. We discuss the potential implications of reframing machine learning’s role in Assistive Technology for values other than accuracy, share the challenges of using “messy” movement data from children with disabilities in an ever-changing co-creation context for training machine learning, and present broader implications of using machine learning in therapy games.
Jared Duval, Laia Turmo Vidal, Elena Márquez Segura, Yinchu Li, Annika Wærn
ASSETS1
2022 Co-Imagining the Future of Playable Cities: A Bottom-Up, Multi-Stakeholder Speculative Inquiry into the Playful Potential of Urban Technology
abstract
Here we present a co-design exploration into the potential of technology to playfully re-signify urban spaces. We created a speculative catalog of urban tech and used it to facilitate multi-stakeholder discussions about the playful potential of smart cities. The learnings from our co-design engagements embody different people's ideas of how tech might and might not support rich forms of urban play, and contribute to ongoing efforts at exploring how to playfully reconfigure our cities. We present: (1) a list of inspirational play potentials of urban spaces—i.e. playful things already people do, and enjoy, in the public space; (2) a portfolio of speculative ideas that show how tech might help to realize that potential; and (3) a discussion of stakeholders’ responses to these ideas. Our work can provide designers with inspiration and actionable advice for cultivating forms of urban play that cater to people's socio-emotional needs.
Ferran Altarriba Bertran, Laura Bisbe Armengol, Cameron Cooke, Ivy Chen, Victor Dong, Binaisha Dastoor, Kelsea Tadano, Fyez Dean, Jessalyn Wang, Adrià Altarriba Bertran, Jared Duval, Katherine Isbister
CHI11
2021 Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design
abstract
There is an open call for technology to be more playful [5, 79] and for tech design to be more inclusive of people with disabilities [80]. In the era of COVID19, it is often unsafe for the public in general and people with disabilities, in particular, to engage in in-person design exercises using traditional methods. This presents a missed opportunity as these populations are already sharing playful content rich with tacit design knowledge that can be used to inspire the design of playful everyday technology. We present our process of scraping play potentials [4] from TikTok from content creators with disabilities to generate design concepts that may inspire future technology design. We share 7 emerging themes from the scraped content, a catalog of design concepts that may inspire designers, and discuss the relevance of the emerging themes and possible implications for the design concepts.
Jared Duval, Ferran Altarriba Bertran, Siying Chen, Melissa Chu, Divya Subramonian, Austin Wang, Geoffrey Xiang, Sri Hastuti Kurniawan, Katherine Isbister
CHI1
2021 Physical Warm-up Games: Exploring the Potential of Play and Technology Design
abstract
Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.
Elena Márquez Segura, Laia Turmo Vidal, Annika Wærn, Jared Duval, Luis Parrilla Bel, Ferran Altarriba Bertran
CHI4
2020 Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design
abstract
In this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and analyzed a collection of 27 food traditions from diverse cultural backgrounds and historical periods. We highlight play forms and experiential textures that are underexplored in Human-Food Interaction (HFI) research. Our contribution is intended to inspire designers to broaden the palette of play experiences and emotions embraced in HFI.
Ferran Altarriba Bertran, Jared Duval, Elena Márquez Segura, Laia Turmo Vidal, Yoram Chisik, Marina Juanet Casulleras, Oscar García Pañella, Katherine Isbister, Danielle Wilde
Conference on Designing Interactive Systems2
2019 Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design
abstract
User involvement is well established in game and play design. But in a time when play design is becoming relevant in domains beyond pure entertainment, and play blends into everyday activity in diverse ways, we need to revisit old, and develop new, user involvement methods. Using a situated perspective and Research through Design, we present Situated Play Design (SPD), a novel approach for the design of playful interventions aimed at open-ended, everyday activities that are non-entertainment based. Like user-centered game and play design methods, our contribution leverages user engagement; like Participatory Design methods, our method acknowledges the co-creating role of end users. SPD extends those approaches by focusing on uncovering existing manifestations of contextual playful engagement and using them as design material. Through two case studies, we illustrate our approach and the design value of using existing and emergent playful interactions of users in context as inspirations for future designs. This allows us to provide actionable strategies to design for in-context playful engagement.
Ferran Altarriba Bertran, Elena Márquez Segura, Jared Duval, Katherine Isbister
Conference on Designing Interactive Systems3
2018 SpokeIt: building a mobile speech therapy experience
abstract
SpokeIt is a mobile serious game for health designed to support speech articulation therapy. Here, we present SpokeIt as well as 2 preceding speech therapy prototypes we built, all of which use a novel offline critical speech recognition system capable of providing feedback in real-time. We detail key design motivations behind each of them and report on their potential to help adults with speech impairment co-occurring with developmental disabilities. We conducted a qualitative within-subject comparative study on 5 adults within this target group, who played all 3 prototypes. This study yielded refined functional requirements based on user feedback, relevant reward systems to implement based on user interest, and insights on the preferred hybrid game structure, which can be useful to others designing mobile games for speech articulation therapy for a similar target group.
Jared Duval, Zachary Rubin, Elena Márquez Segura, Natalie Friedman, Milla Zlatanov, Louise Yang, Sri Hastuti Kurniawan
MobileHCI1
2017 Designing Towards Maximum Motivation and Engagement in an Interactive Speech Therapy Game
abstract
Children with speech impairments often find speech curriculums tedious, limiting how often children are motivated to practice. A speech therapy game has the potential to make practice fun, may help facilitate increased time and quality of at-home speech therapy, and lead to improved speech. We explore using conversational real-time speech recognition, game methodologies theorized to improve immersion and flow, and user centered approaches to design an immersive interactive speech therapy solution. Our preliminary user evaluation showed that compared to traditional methods, children were more motivated to practice speech using our system.
Jared Duval, Zachary Rubin, Elizabeth Goldman, Nick Antrilli, Su-Hua Wang, Sri Hastuti Kurniawan
IDC1
2017 A mobile game system for improving the speech therapy experience
abstract
A lack of intrinsic motivation to practice speech is attributed to tedious and repetitive speech curriculums, but mobile games have been widely recognized as a valid motivator for jaded individuals. SpokeIt is an interactive storybook style speech therapy game that intends to turn practicing speech into a motivating and productive experience for individuals with speech impairments as well as provide speech therapists an important diagnostic tool. In this paper, I discuss the novel intellectual contributions SpokeIt can provide such as an offline critical conversational speech recognition system, and the application of therapy curriculums to mobile platforms, I present conducted research, and consider exciting future work and research directions.
Jared Duval
MobileHCI1