P1‐608: ACTO DEMENTIA: INVESTIGATING PEOPLE LIVING WITH DEMENTIA'S RESPONSE TO PROMPTS IN DIGITAL TOUCHSCREEN GAMES USING EYE‐TRACKING
Bibliographic record
Abstract
Prompts are used in digital tasks to focus or regain the attention of users. Various digital prompt designs have been created for people with dementia but there is inconsistent evidence on the efficacy and it is likely that different designs will suit different tasks. The AcTo Dementia project created accessibility settings specifically for people living with dementia within two mainstream gaming apps - Solitaire and Bubble Explode. Eye-tracking technology was used to examine the effectiveness of the prompts and their mechanism of action when playing the gaming apps. Six people living with dementia were recruited from local care services to participate in an exploratory study. Each participant played one of the games on three occasions giving a total of 18 gameplay sessions. Wearable eye-tracking technology was employed to record the location of their gaze throughout their gameplay. Videos were coded to analyse whether (i) each generated prompt was visually fixated upon and utilised, and (ii) the time elapsed for each of these. Participants playing Solitaire with the redesigned prompt utilised the feature significantly quicker than participants using the original version, once they had noticed its presence. There was also evidence that this redesigned prompt was more frequently and more quickly fixated upon than the original. The prompt feature in Bubble Explode was not easily noticed, but when participants did fix their gaze on it, they responded quickly and effectively. The data suggest that participants responded more to the redesigned prompt in Solitaire because they noticed it more often and had a better understanding of its purpose. The prompt in Bubble Explode was used a lot when people noticed it but it needed to be more visible. The findings of this study provide insight into the effectiveness and mechanisms of prompts (i.e., their ability to attract attention and convey purpose) in digital touchscreen games for people with dementia. This information can inform the inclusion of effective accessibility settings in future software design and other systems delivering prompts to people with dementia.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.004 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.000 |
| Science and technology studies | 0.001 | 0.000 |
| Scholarly communication | 0.001 | 0.001 |
| Open science | 0.001 | 0.001 |
| Research integrity | 0.001 | 0.001 |
| Insufficient payload (model declined to judge) | 0.006 | 0.001 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".