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How Human-Centered Design and Technology can be used for good? Presenting at Human technology interaction course at Milano Bicocca

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Abstract

Presenting the current portfolio
How Human-Centered Design and
Technology can be used for good?
Prof. Dr. Maria Rauschenberger
Faculty of Technology
University of Applied Sciences Emden/Leer, Germany
maria.rauschenberger@hs-emden-leer.de
23.05.2022
Human technology interaction course at Milano Bicocca
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Prof. Dr. Maria Rauschenberger
Academic
Professor Digital Media (since 2020)
Research Group: Research Group for Agile Software Development
and User Experience
2020 Post-Doc at Max-Planck Institute in Saarbrucken
PhD from Universitat Pompeu Fabra (20162019)
supervised by Ricardo Baeza-Yates and L uz Rello
Internship, ChangeDyslexia, Spain (2017)
Research Visit, Carnegie Mellon University, USA (2017)
Research Associate, OFFIS, Germany (2015)
Selection Research Network
Maria Jose Escalona University of Sevilla
Thies Pfeiffer, University of Applied Science
Industrial
Internship, maximago GmBh (2009)
MSP Medien-Systempartner (2010-2014)
maria.rauschenberger@hs-emden-leer.de
mariarauschenberger.net
Google scholar Index Mai 2022
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Team Members
Andreas M. Klein, M.Eng.
PhD candidate University of
Seville with Maria José
Escalona
focus on human computer
interaction of Voice User
Interfaces
Kristina Kölln, M.Sc.
prospective PhD candidate
focus on human computer
interaction, especially with
accessibility in combination
with gamification and e-
learning.
Anna Weigand, M.Sc.
cooperative PhD
focus on human computer
interaction and machine
learning (small data)
For example
Weigand, A. C., Lange, D. and Rauschenberger, M.
(2021) ‘How can Small Data Sets be Clustered ?’,
in Mensch und Computer 2021}{Workshopband}
(UCAI ’21). Association for Computing Machinery.
doi: 10.18420/muc2021-mci-ws02-284.
For example
Klein, A. M. et al. (2021) ‘Comparing Voice Assistant Risks and
Potential with Technology-Based Users: A Study from Germany
and Spain’, p. 23. doi: 10.13140/RG.2.2.25678.18243/1.
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Part of the Research Group in Emden and Collaborators
(alphabetical order)
Dr. Andreas Hinderks,
Hanna Looks, PhD Candidate,
University of Seville
Prof. Dr. Maria Rauschenberger, HSEL
Prof. Dr. Jörg Thomaschewski, HSEL
Prof. Dr. Eva-Maria Schön, HSEL
Dr. Martin Schrepp, SAP
Dominique Winter, PhD Candidate,
University of Siegen
there are more…
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
How to solve social issues with
computer science techniques
My Goal
Such as Human Computer Interaction or
Machine Learning
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Early Prevention of Dyslexia
Screening and prevention of Dyslexia at small cost
and available for pre-readers in different languages
DytectiveU, ChangeDyslexia (non-profit organization)
Dyseggxia, Cookie Cloud (non-profit organization)
Research Applications
MusVis - Rauschenberger, M., Baeza-Yates, R. A. and Rello, L. (2022) ‘A Universal Screening Tool
for Dyslexia by a Web-Game and Machine Learning, Frontiers in Computer Science, 3, p. 111.
doi: 10.3389/fcomp.2021.628634.
Dgames - Rauschenberger, M., Rello, L. and Baeza-Yates, R. (2018) ‘A tablet game to target
dyslexia screening in pre-readers’, in Proceedings of the 20th International Conference on
Human-Computer Interaction with Mobile Devices and Services Adjunct -MobileHCI ’18.
Barcelona: ACM Press, pp. 306–312. doi: 10.1145/3236112.3236156.
PuzzleApp - Rauschenberger, M. et al. (2019) ‘Designing a new puzzle app to target dyslexia
screening in pre-readers’, in ACM International Conference Proceeding Series. doi:
10.1145/3342428.3342679.
https://www.changedyslexia.org/
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Future Skills Applied
"Digital networking of teaching/learning
locations" focuses on the development,
implementation and testing of courses
whose content is shifted completely or
partially into the sphere of the students.
The aim is to break down the traditional
separation of teaching/learning locations
with the university as a place of classroom
teaching and application-oriented learning
and the workplace at home as a pure place
of self-study.
We combine competence-oriented,
practical vocational learning with virtual
reality and gamification. Instead of
working through linear-deterministic
experiment regulations, students decide
independently in the virtual laboratory in
VR goggles. Gamification increases
intrinsic motivation and enhances learning
success.
01.08.2021 — 31.07.2024, Project: Stiftung Innovation
in der Hochschule
Prof. Dr. T. Pfeiffer, Prof. Dr. M. Sohn, Prof. Dr. M.
Rauschenberger
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Measuring the User Experience
User Experience Questionnaire, SAP & DATEV
https://www.ueq-online.org/
http://ueqplus.ueq-research.org/
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
University of Applied Sciences Emden/Leer
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
§Housing Assistance
§Buddy Program
§Orientation Weeks
§Free German and English Language Courses
§Get together: Excursions and International
Evenings (Due to COVID-19, no excursions and international
evening are currently offered)
§Key Competences (My Campus)
§Cooperation with Chamber of Commerce
and Industry: find a work placement
in our region
Support Service
for International Students
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
FOR INTERNATIONAL EXCHANGE STUDENTS
from partner universities
COSTS
No tuition fees
Semester fee Spring Term 2021: Campus Emden 233,20 €, Campus Leer
155,20 € per semester; including
ØCampus Card: Student ID, Semester Ticket: free rides by train in certain areas in
the Lower Saxony, Bremen and Hamburg, Library Card, Cafeteria & Canteen Card,
Account for Computer Centre
Orientation Weeks including German intensive language hours and the
“Bridging Course English” before lecture start in September and in
February (Orientation Weeks costs approx. 40€; if Online: no costs)
Average accommodation cost per month 250-350€
Average cost of living per month excluding accommodation 400-500€
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
QUESTIONS?
HUMAN-CENTERED DESIGN
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Human Centred Design EN ISO 9241-210:2019
Process 9241-210:2019
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Example Projects
Designing a Web-Game to measure Dyslexia
Measuring the User Experience
UEQ Spanish
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Recently we work on …
Selecting the best Gamification Process for
your context
Small Data Analysis HCD and Machine
Learning
Cooperative PhD with University of Sevilla
Voice User Interfaces, Andreas M. Klein
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
Andreas Please take it away!
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
References (1/3)
Rauschenberger, M., Hinderks, A. and Thomaschewski, J. (2011) ‘Benutzererlebnis bei Unternehmenssoftware: Ein Praxisbericht über die Umsetzung attraktiver Unternehmenssoftware. (Enterprise Software User
Experience: A real-world report on how enterprise software can be made attractive.)’, in Usability Professionals Konferenz 2011. Stuttgart: UPA, pp. 154--158. Available at: https://issuu.co m/germanupa/docs/ usability-
professionals-2011.
Rauschenberger, M. et al. (2012) ‘Measurement of user experience: A Spanish language version of the User Experience Questionnaire (UEQ)’, in Iberian Conference on Information Systems and
Technologies, CISTI.
Hinderks, A. et al. (2012) ‘Konstruktion eines Fragebogens für jugendliche Personen zur Messung der User Experience. (Construction of a questionnaire for young people to measure user
experience.)’, in Usability Professionals Konferenz 2012, pp. 78–83.
Rauschenberger, M. et al. (2012) ‘Measurement of user experience: A Spanish Language Version of the User Experience Questionnaire (UEQ)’, in Rocha, A. et al. (eds) Sistemas Y Tecnologias De
Informacion. Madrid,Spain: IEEE, pp. 471–476. doi: 10.13140/2.1.1783.9045.
Rauschenberger, M. et al. (2013) ‘Efficient Measurement of the User Experience of Interactive Products. How to use the User Experience Questionnaire (UEQ). Example: Spanish Language’,
International Journal of Artificial Intelligence and Interactive Multimedia (IJIMAI), 2(1), pp. 3945. Available at:
http://www.ijimai.org/journal/sites/default/files/files/2013/03/ijimai20132_15_pdf_35685.pdf.
Rauschenberger, M., Sinning, H. and Thomaschewski, J. (2013) ‘Die Benutzung des Styleguides für Software-Entwickler optimieren’, in Usability Professionals Konferenz 2013, pp. 214–219.
Rauschenberger, M., Schrepp, M. and Thomaschewski, J. (2013) ‘User Experience mit Fragebögen messen--Durchführung und Auswertung am Beispiel des UEQ (Measuring User Experience with
Questionnaires--Execution and Evaluation using the Example of the UEQ)’, in In Usability Professionals Konferenz 2013. German UPA eV, pp. 72–76.
Matviienko, A. et al. (2015) ‘Towards new ambient light systems: A close look at existing encodings of ambient light systems’, Interaction Design and Architecture(s), 26(1).
Rauschenberger, M. et al. (2015) Exercises for German-speaking children with dyslexia, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture
Notes in Bioinformatics). doi: 10.1007/978-3-319-22701-6_33.
Matviienko, A. et al. (2015) ‘Deriving design guidelines for ambient light systems’, in Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia - MUM ’15. New York,
New York, USA: ACM Press, pp. 267–277. doi: 10.1145/2836041.2836069.
Rauschenberger, M. et al. (2015) Exercises for German-speaking children with dyslexia, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture
Notes in Bioinformatics). doi: 10.1007/978-3-319-22701-6_33.
Rauschenberger, M. et al. (2015) ‘Exercises for German-Speaking Children with Dyslexia’, Human-Computer Interaction--INTERACT 2015, 9296, pp. 445–452. doi: 10.1007/978-3-319-22701-6.
Matviienko, A. et al. (2015) ‘Towards New Ambient Light Systems: a Close Look at Existing Encodings of Ambient Light Systems’, IxD{&}amp;A Journal Special issue on: Designing for Peripheral
Interaction: seamlessly integrating interactive technology in everyday life, 26(26), pp. 10–24.
Matviienko, A. et al. (2015) ‘Deriving design guidelines for ambient light systems’, in Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia. New York, NY, USA:
ACM, pp. 267–277. doi: 10.1145/2836041.2836069.
Rauschenberger, M. et al. (2015) ‘A Game to Target the Spelling of German Children with Dyslexia’, in Proceedings of the 17th international ACM SIGACCESS conference on Computers {\&}
accessibility - ASSETS ’15. Lisbon, pp. 445–446. doi: 10.1145/2700648.2811345.
Rauschenberger, M. et al. (2015) ‘Lumicons: Mapping Light Patterns to Information Classes’, in Mensch und Computer 2015. De Gruyter Oldenbourg. Available at: http://dl.mensch-und-
computer.de/handle/123456789/4643 (Accessed: 11 September 2015).
Gottwald, L. et al. (2016) ‘Der mobile Nutzungskontext – Einflussfaktoren verstehen und nutzen’, in Usability Professionals Konferenz 2016. Hess, S. & Fischer, H. (Hrsg.), pp. 1–6. doi:
10.18420/muc2016-up-0131.
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
References (2/3)
Rauschenberger, M. et al. (2016) ‘A Language Resource of German Errors Written by Children with Dyslexia.’, in The International Conference on Language Resources and Evaluation LREC 2016.
Portorož, Slovenia: European Language Resources Association (ELRA), pp. 83–87. Available at: http://www.lrec-conf.org/proceedings/lrec2016/summaries/136.html.
Rauschenberger, M. (2016) ‘[DC] DysMusic: Detecting Dyslexia by Web-based Games with Music Elements’, in The Web for All conference Addressing information barriers -- W4A’16.
Montreal,Canada: ACM Press. doi: 10.1145/2899475.2899503.
Rauschenberger, M. et al. (2017) ‘Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements’, in Proceedings of the 14th Web for All Conference on The Future of Accessible
Work - W4A ’17. Perth, Western Australia: ACM Press, pp. 1–4. doi: 10.1145/3058555.3058565.
Rauschenberger, M. et al. (2018) ‘Towards Language Independent Detection of Dyslexia with a Web-based Game’, in Proceedings of the Internet of Accessible Things on - W4A ’18. New York, New
York, USA: ACM Press, pp. 1–10. doi: 10.1145/3192714.3192816.
Rello, L. et al. (2018) ‘Screening Dyslexia for English Using HCI Measures and Machine Learning’, in Proceedings of the 2018 International Conference on Digital Health - DH ’18. New York, New
York, USA: ACM Press, pp. 80–84. doi: 10.1145/3194658.3194675.
Rauschenberger, M., Rello, L. and Baeza-Yates, R. (2018) ‘A tablet game to target dyslexia screening in pre-readers’, in Proceedings of the 20th International Conference on Human-Computer
Interaction with Mobile Devices and Services Adjunct -MobileHCI ’18. Barcelona: ACM Press, pp. 306–312. doi: 10.1145/3236112.3236156.
Rauschenberger, M., Rello, L. and Baeza-Yates, R. (2019) ‘Technologies for Dyslexia’, in Yesilada, Y. and Harper, S. (eds) Web Accessibility Book. 2nd edn. London: Springer-Verlag London, pp. 603–
627. doi: 10.1007/978-1-4471-7440-0.
Rauschenberger, M. et al. (2019) ‘Designing a New Puzzle App to Target Dyslexia Screening in Pre-Readers’, in Proceedings of the 5th EAI International Conference on Smart Objects and
Technologies for Social Good -GOODTECHS. Valencia: Association for Computing Machinery, pp. 155–159. Available at: https://dl.acm.org/event.cfm?id=RE1354.
Rauschenberger, M. et al. (2019) ‘Towards the use of gamification frameworks in learning environments’, Journal of Interactive Learning Research, 30(2), pp. 147–165. Available at:
https://www.aace.org/pubs/jilr/.
Rauschenberger, M. et al. (2019) ‘Designing a new puzzle app to target dyslexia screening in pre-readers’, in ACM International Conference Proceeding Series. doi: 10.1145/3342428.3342679.
Rauschenberger, M. and Baeza-Yates, R. (2020) ‘[Workshop] Recommendations to Handle Health-related Small Imbalanced Data in Machine Learning’, in Hansen, Christian AND Nürnberger,
Andreas AND Preim, B. (ed.) Mensch und Computer 2020 -Workshopband (Human and Computer 2020 -Workshop proceedings). Bonn: Gesellschaft für Informatik e.V., pp. 1–7. doi:
10.18420/muc2020-ws111-333.
Rauschenberger, M., Baeza-Yates, R. and Rello, L. (2020) ‘Screening Risk of Dyslexia through a Web-Game using Language-Independent Content and Machine Learning’, in W4a’2020. Taipei: ACM
Press, pp. 1–12. doi: 10.1145/3371300.3383342.
Klein, A. et al. (2020) ‘Exploring Voice Assistant Risks and Potential with Technology-based Users [DC]’, in Proceedings of the 16th International Conference on Web Information Systems and
Technologies. SCITEPRESS - Science and Technology Publications, pp. 147–154. doi: 10.5220/0010150101470154.
Klein, A. et al. (2020) ‘Exploring Voice Assistant Risks and Potential with Technology-based Users’, in Proceedings of the 16th International Conference on Web Information Systems and
Technologies (WEBIST). SCITEPRESS - Science and Technology Publications, pp. 147–154. doi: 10.5220/0010150101470154.
Rauschenberger, M. and Baeza-Yates, R. (2020) ‘How to Handle Health-Related Small Imbalanced Data in Machine Learning?’, i-com, 19(3), pp. 215–226. doi: https://doi.org/10.1515/icom-2020-
0018.
Weigand, A. C., Lange, D. and Rauschenberger, M. (2021) ‘How can Small Data Sets be Clustered ?’, in Mensch und Computer 2021}{Workshopband}{Workshop on User-Centered Artificial
Intelligence (UCAI ’21). Association for Computing Machinery. doi: 10.18420/muc2021-mci-ws02-284.
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© Andreas M. Klein and Prof. Dr. Maria Rauschenberger
References (3/3)
Rauschenberger, M. (2021) ‘Acceptance by Design : Voice Assist ants’, in 1st AI-DEbate Workshop : workshop establishing An In terDisciplinary pErspective on speech-BAsed TEchnology, p. 27.09.2021. doi: 10.25673/38476.
Thomas, A. et al. (2021) ‘Integrating Gamification: The Human-Centered Gamification Process’, in Proceedings of the 17th International Conference on Web Information Systems and Technologies.
SCITEPRESS - Science and Technology Publications, pp. 430–435. doi: 10.5220/0010712500003058.
Klein, A. M. et al. (2021) ‘Comparing Voice Assistant Risks and Potential with Technology-Based Users: A Study from Germany and Spain’, p. 23. doi: 10.13140/RG.2.2.25678.18243/1.
Rauschenberger, M. and Baeza-Yates, R. (2021) ‘How to Handle Health-Related Small Imbalanced Data in Machine Learning?’, i-com, 19(3). doi: 10.1515/icom-2020-0018.
Rauschenberger, M., Baeza-Yates, R. A. and Rello, L. (2022) ‘A Universal Screening Tool for Dyslexia by a Web-Game and Machine Learning’, Frontiers in Computer Science, 3, p. 111. doi:
10.3389/fcomp.2021.628634.
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Article
Full-text available
Children with dyslexia have difficulties learning how to read and write. They are often diagnosed after they fail school even if dyslexia is not related to general intelligence. Early screening of dyslexia can prevent the negative side effects of late detection and enables early intervention. In this context, we present an approach for universal screening of dyslexia using machine learning models with data gathered from a web-based language-independent game. We designed the game content taking into consideration the analysis of mistakes of people with dyslexia in different languages and other parameters related to dyslexia like auditory perception as well as visual perception. We did a user study with 313 children (116 with dyslexia) and train predictive machine learning models with the collected data. Our method yields an accuracy of 0.74 for German and 0.69 for Spanish as well as a F1-score of 0.75 for German and 0.75 for Spanish, using Random Forests and Extra Trees, respectively. We also present the collected user data, game content design, potential new auditory input, and knowledge about the design approach for future research to explore universal screening of dyslexia. Universal screening with language-independent content can be used for the screening of pre-readers who do not have any language skills, facilitating a potential early intervention.
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The dynamically growing research area of gamification is loaded with a lack of consensus on definitions, a variety of non-validated frameworks, and few practical insights. Hence, we conducted a literature review to explore current best practices in applying gamification for integration in a practical use case. Instead, we found a narrow focus on theoretical discussions. For a stronger representation of practical research, standards need to be established for transferring gamification concepts to practical application. To fill this research gap, we designed a process and tools for a practical, human-centered, and context-related gamification application. We derived the process and tools from insights of our literature review as well as the realization of a gamification use case on a German online comparison platform. In addition, we incorporated standards such as the Human-Centered Design Process to maintain the established quality level of the field of user experience. In this paper, we present the Human-Centered Gamification Process (HCGP) and provide tools as practical guidance to lower the barrier for researchers and professionals to conduct theoretical and practical gamification projects.
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In many areas, only small data sets are available and big data does not play a significant role, e.g., in Human-Centered Design research. In the context of machine learning analysis, results of small data sets can be biased due to single variables or missing values. Nevertheless, reliable and interpretable results are essential for determining further actions, such as, e.g., treatments in a health-related use case. In this paper, we explore machine learning clustering algorithms on the basis of a small, health-related (variance) data set about early dyslexia screening. Therefore, we selected three different clustering algorithms from different clustering methods: K-Means, HAC and DBSCAN. In our case, K-Means and HAC showed promising results, while DBSCAN did not deliver distinct results. Based on our experiences, we provide first proposals on how to handle small data set clustering and describe situations in which using Human-Centered Design methods can increase interpretability of machine learning clustering results. Our work represents a starting point for discussing the topic of clustering small data sets.
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When discussing interpretable machine learning results, researchers need to compare them and check for reliability, especially for health-related data. The reason is the negative impact of wrong results on a person, such as in wrong prediction of cancer, incorrect assessment of the COVID-19 pandemic situation, or missing early screening of dyslexia. Often only small data exists for these complex interdisciplinary research projects. Hence, it is essential that this type of research understands different methodologies and mindsets such as the Design Science Methodology, Human-Centered Design or Data Science approaches to ensure interpretable and reliable results. Therefore, we present various recommendations and design considerations for experiments that help to avoid over-fitting and biased interpretation of results when having small imbalanced data related to health. We also present two very different use cases: early screening of dyslexia and event prediction in multiple sclerosis.
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Dyslexia is a widespread specific learning disorder, which can have a particularly negative influence on the learning success of children. Early detection of dyslexia is the foundation for early intervention, which is the key to reduce the adverse effects of dyslexia, e.g., bad school grades. In this paper, we present the prototype of a puzzle app, which we explicitly designed with the human-centred design (HCD) process for dyslexia screening in pre-reader using new indicators related to motor skills to ensure users needs for the data collection to apply machine learning prediction. The app records the telemetry of the gaming sequence in order to derive future statements about the prevalence of dyslexia based on the telemetry data. The high-fidelity prototype was evaluated with a five-user test usability study with five German-speaking child-parent pairs. The results show how young children and parents are interacting with new games, and how new applications (web and mobile technologies) which are used for online experiments, could be developed. The usability of the prototype is suitable for the target group with only minor limitations. CCS