"Serious" Programming Made Cuddly: A Fully End-User-Programmable Stuffed Toy

Nwanua Elumeze, Yingdan Huang, Jane Meyers, M. Eisenberg
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引用次数: 2

Abstract

One of the recurring design issues in creating computational artifacts for children is the question of programmability. On the one hand, there is only a limited range of things that a non-programmable artifact or toy can be "taught" to do. On the other hand, the traditional trappings and cultural associations of full-scale programming (e. g., incorporating a screen within a programmable artifact, or using wire or Bluetooth connections to transmit a program) run counter to the informal, playful aesthetics of children's playthings. This paper describes a "detente" in children's design-integrating the informality and physical structure of a toy with the full expressive range of symbolic programming. As an illustration of this approach, we describe Birdwatcher, a stuffed toy duck that can visually "read" meaningful programs-even hand-written programs. We show a representative scenario using Birdwatcher and explore several key issues for continuing work in making programming accessible to children.
“严肃”的编程让人觉得可爱:一个完全的终端用户可编程填充玩具
在为儿童创建计算工件时,一个反复出现的设计问题是可编程性问题。一方面,只有有限的事情是一个不可编程的工件或玩具可以“教”去做的。另一方面,全面编程的传统装饰和文化联系(例如,在可编程的人工制品中合并屏幕,或使用电线或蓝牙连接来传输程序)与儿童玩具的非正式,有趣的美学背道而驰。本文描述了儿童设计中的一种“缓和”——将玩具的非正式性和物理结构与符号编程的完整表达范围相结合。作为这种方法的一个例子,我们描述了一个“观鸟者”,一个填充玩具鸭子,它可以直观地“阅读”有意义的程序——甚至是手写的程序。我们展示了一个使用Birdwatcher的代表性场景,并探讨了几个关键问题,以便继续工作,使儿童能够访问节目。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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