Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder

  • Michael P. CravenEmail author
  • Lucy Simons
  • Alinda Gillott
  • Steve North
  • Holger Schnädelbach
  • Zoe Young
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9170)


Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-in. touchscreen or interactive displays, a camera, a microphone and a speaker, deployed at four urban locations in England. Details of the platform and software implementation of the multimedia content are presented. The game was based on a psychometric continuous performance test. In the gamified version of the test, players receive a score for correctly selected target stimuli, points being awarded in proportion to reaction time and penalties for missed or incorrect selections. High scores are shared between locations. Questions were embedded to probe self-awareness about ‘attention span’ in relation to playing the game, awareness of ADHD and Adult ADHD and increase in knowledge from the video. Results are presented on the level of public engagement with the game and video, deduced from play statistics, answers to the questions and scores obtained across the screen locations. Awareness of Adult ADHD specifically was similar to ADHD in general and knowledge increased overall for 93 % of video viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively with ADHD in general and positively with knowledge gain. Average scores varied amongst the sites but there was no significant correlation of question ratings with score. The challenge of interpreting user results from unsupervised platforms is discussed.


Cultural interface Game design Gamification Gamification interface Architectures for interaction Interaction design Multimedia design Real life environments Display networks Healthcare technology Public health Mental health Attention deficit hyperactivity disorder Adult ADHD ADD 



For MC, LS and ZY the research reported in this paper was conducted though the NIHR MindTech Healthcare Technology Cooperative ( The views expressed are those of the author(s) and not necessarily those of the NHS, the NIHR or the Department of Health. They wish to thank Caroline Falconer, also of MindTech, for advice on the statistical analysis. The SITW platform (, which was originally funded through EPSRC grant EP/I031413/1, is provided by HS, SN and Lei Ye at the Mixed Reality Lab. The authors acknowledge the graphic design work for Attention Grabber by Crocodile House, Nottingham, who also produced the condensed film, funding for which was raised from a prize awarded to AG and others for the Nottinghamshire Healthcare NHS Trust ‘Making Sense’ resource for Adult ADHD. Five Creative in Derby was contracted on the Attention Grabber web design.


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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Michael P. Craven
    • 2
    • 1
    Email author
  • Lucy Simons
    • 1
    • 3
  • Alinda Gillott
    • 4
  • Steve North
    • 5
  • Holger Schnädelbach
    • 5
  • Zoe Young
    • 1
  1. 1.NIHR MindTech Healthcare Technology Co-OperativeThe Institute of Mental HealthNottinghamUK
  2. 2.The University of Nottingham, Faculty of Engineering Electrical Systems and Optics Research DivisionNottinghamUK
  3. 3.Faculty of Medicine and Health Sciences, Division of Psychiatry and Applied PsychologyNottinghamUK
  4. 4.Nottinghamshire Healthcare NHS Trust, Intellectual and Developmental Disabilities Service Specialist Services DirectorateHighbury HospitalNottinghamUK
  5. 5.Mixed Reality Laboratory, School of Computer ScienceThe University of NottinghamNottinghamUK

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