Cultural viewpoint metaphors guiding the collaborative strategies design of a multitouch tabletop game for people with autism

Greis F. Mireya Silva, Luciana Cardoso de Castro Salgado, Maryse Suplino, Alberto Barbosa Raposo


Collaborative multitouch applications have been designed to support social interaction and collaboration skills in people with mild autism. However, this kind of application generally is not designed specifically for people with severe autism. We have proposed a set of collaborative strategies to manipulate the elements in the interface aiming to encourage the collaboration among users with severe autism. We applied this set of strategies in a collaborative multitouch game, named PAR. An empirical study with a group of users with autism using PAR, showed us the need to improve these collaborative strategies to provide a progressive learning of collaborative mechanisms. We conducted, therefore, the present qualitative study to inspect the intercultural experience promoted by PAR game in light of Cultural Viewpoint Metaphors (CVM), a conceptual tool of Semiotic Engineering theory. In this paper, we present the evaluation (by inspection) of the current intercultural situation of PAR, the identification of new features, and finally the redefinition of collaboration patterns with collaborative intercultural features intended for users with severe autism.


Autism, Human-Computer Interaction, collaborative games, intercultural aspects

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