TY - GEN
T1 - Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe
AU - Duval, Jared
AU - Turmo Vidal, Laia
AU - Márquez Segura, Elena
AU - Li, Yinchu
AU - Waern, Annika
N1 - Publisher Copyright:
© 2023 Owner/Author.
PY - 2023/10/22
Y1 - 2023/10/22
N2 - 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.
AB - 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.
KW - Designing with Children
KW - Games
KW - Participatory Machine Learning
KW - Physical Therapy
KW - Play
KW - Sensory Based Motor Disorder
UR - http://www.scopus.com/inward/record.url?scp=85177818795&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85177818795&partnerID=8YFLogxK
U2 - 10.1145/3597638.3608421
DO - 10.1145/3597638.3608421
M3 - Conference contribution
AN - SCOPUS:85177818795
T3 - ASSETS 2023 - Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility
BT - ASSETS 2023 - Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility
PB - Association for Computing Machinery, Inc
T2 - 25th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2023
Y2 - 23 October 2023 through 25 October 2023
ER -