New generation wearable devices allow for the development of interactive environments tailored for Virtual Reality (VR)– and Augmented Reality (AR)–based treatment of Autism Spectrum Disorders (ASD). Experts agree on their potential; however, there is lack of consensus on how to perform trials and the need arises for evaluation frameworks, methods, and techniques appropriate for the ASD population. In this paper, we report on a study conducted with high-functioning ASD people in the 21–23 age range, with the objectives of (1) evaluating the engagement of two headsets offering distinct immersive experiences, (2) reasoning on the interpretation of engagement factors in the case of ASD people, and (3) translating results into general guidelines for the development of VR/AR-based ASD treatment. To this aim, we (1) designed two engagement evaluation frameworks based on behavioral observation measures, (2) set up two packages of reference immersive scenarios, (3) defined the association between metrics and scenarios, and (4) administered the scenarios in distinct sessions for the investigated headsets. Results show that the immersive experiences are engaging and that the apparent lack of success of some evaluation factors can become potential advantages within the framework of VR/AR-based ASD treatment design.
The trade-off between awareness and interruption is a crucial aspect in network fault notifiers: Low severity alarms should not distract operators from other primary tasks, however it might be crucial that operators promptly react to critical notifications. A notification system should hence determine when a particular interruption is appropriate and how it should be presented. In this direction, this paper presents a multistep design path beginning from the objective of designing a proof-of-concept for a glanceable alarm notification component for telecommunication network management systems based on a peripheral display approach. In particular the goal was a notifier guided by severity-based strategies and offering the information expressiveness of a one-notification-at-the-time perspective while enriching it with overview capabilities to guarantee (possibly subliminal) long-term local and global content comprehension and prompt reaction only when the interruption from the foreground task is dictated by the fault severity. A first design macro-phase led to the simple yet effective GLANCE (GLanceable Alarm Notification for a User Centered Experience) model, based on a visual coding technique oriented to comprehension and reaction, and a transition strategy oriented to interruptions and reaction. A second design macro-phase studied the application of GLANCE to a personal customizable multichannel notification tool and to a service-oriented fault monitor for digital terrestrial television broadcasting networks.