{"title":"An OWL in the classroom: development of an interactive storytelling application for preschoolers","authors":"I. Soute, H. Nijmeijer","doi":"10.1145/2593968.2610467","DOIUrl":"https://doi.org/10.1145/2593968.2610467","url":null,"abstract":"In research there is a considerable interest in developing interactive educational systems. However, the typical classroom remains a rather lowtech environment. Allowing teachers to create, adapt and share interactive learning applications might increase the uptake of technology in the classroom. In this paper a study is presented that explores the deployment of a robotstorytelling application for preschoolers, while simultaneously investigating the teacher's requirements for a toolkit to create stories for the robot. The results suggest that a robotstorytelling application can be a valuable addition to the classroom and that indeed a toolkit for creating stories would increase its usefulness in the curriculum.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114879532","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cumhur Erkut, S. Serafin, J. Fehr, Henrique M. R. Fernandes Figueira, Theis B. Hansen, Nicholas J. Kirwan, Mariam R. Zakarian
{"title":"Design and evaluation of interactive musical fruit","authors":"Cumhur Erkut, S. Serafin, J. Fehr, Henrique M. R. Fernandes Figueira, Theis B. Hansen, Nicholas J. Kirwan, Mariam R. Zakarian","doi":"10.1145/2593968.2610451","DOIUrl":"https://doi.org/10.1145/2593968.2610451","url":null,"abstract":"In this paper we describe the design and evaluation of a novel, tangible user interface for interaction with sound, to be implemented in a museum setting. Our workinprogress is part of a larger concept for an installation prioritizing a collaborative, explorative, multimodal experience. Focus has been centered on novice children, in order to accommodate all potential users of the museum, and to minimize the risk of excluding users based on skill or previous musical knowhow. We have developed four instances of a multimodal device for interacting with sounds via a tangible interface, and called them Interactive Musical Fruits (IMFs). The IMF consists of an embedded processing system, which can detect its orientation. Qualitative testing with children has been performed, to better evaluate the current design state. Positive feedback from the test subjects upholds the validity and the potential of the IMF as an interface in a museum context. However, further research is required to improve the interactive and collaborative aspects of the device, as well as the aural and visual properties of the IMF.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121509831","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Fisher, A. Bishop, Lassana Magassa, Philip Fawcett
{"title":"Action!: codesigning interactive technology with immigrant teens","authors":"K. Fisher, A. Bishop, Lassana Magassa, Philip Fawcett","doi":"10.1145/2593968.2610488","DOIUrl":"https://doi.org/10.1145/2593968.2610488","url":null,"abstract":"In the minds and hands of young people lie the capacity to change the world. Our work, InfoMe, is about understanding (a) how immigrant and refugee youth help others in everyday lifefielders, friends, complete strangersthrough information and technology, and (b) how these behaviors can be supported through youths? designs for interactive technologies and services. We reflect on our work developing the Teen Design Day methodology with youth from Africa and Asia, and consider our approach in relation to others for supporting interaction design with youth. Teen Design Days is a scalable, portable methodology used in situ that enables investigators to explore concepts, test ideas, and create designs with youth, while meeting their developmental needs in safe settings and in culturally and gender appropriate ways.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129725506","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Embodied interaction","authors":"J. Read","doi":"10.1145/3247500","DOIUrl":"https://doi.org/10.1145/3247500","url":null,"abstract":"","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125079135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing digital media for creative mathematical learning","authors":"C. Kynigos, Foteini Moustaki","doi":"10.1145/2593968.2610479","DOIUrl":"https://doi.org/10.1145/2593968.2610479","url":null,"abstract":"Although \"creativity\" has been included in lifelong competencies, designing tools and pedagogies for fostering creativity in classroom has been in the last years a field that appears quite overwhelmed. The reason for that mostly stems from the lack of a clear definition of what creativity is or even from the wide range of descriptions for the specificities of situations inside which creativity arises. Among others, the interplay between problem solving and problem posing has been considered an indicator of creativity. This short paper describes the design of a web platform that entails a constructionist medium and two online shared workspaces. Empirical research with these tools attempts to enhance our understanding on they may support students in jointly figuring out how to fix a program for a 3D mathematical artifact and use it as a building block for creative constructions.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114579953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Adapting design probes to explore health management practices in pediatric type 1 diabetes","authors":"Damyanka Tsvyatkova, Cristiano Storni","doi":"10.1145/2593968.2610471","DOIUrl":"https://doi.org/10.1145/2593968.2610471","url":null,"abstract":"We used Design Probes (DP) as a communication tool supporting designers to learn about users, collecting selfdocumentation data from children and parents about their everyday chronic disease management. DP are also applied as alternative strategies to perform ethnographic study in a domestic environment and to elicit inspirational data for the design of an educational interactive eBook for newly diagnosed children with type 1 diabetes mellitus (T1DM). Eight probe activities were designed for children between the ages of 812 years who have diabetes and their caregivers, which were then distributed to seven families. The main issue discussed in this paper is the adaptation of the DP to the users (children and parents) and the results produced by participants who used them.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121675193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"CamQuest: design and evaluation of a tablet application for educational use in preschools","authors":"Jennie Berggren, Catherine Hedler","doi":"10.1145/2593968.2610448","DOIUrl":"https://doi.org/10.1145/2593968.2610448","url":null,"abstract":"This paper describes the design, testing and evaluation of CamQuest, a tablet application intended for educational practice in preschools. CamQuest enables children to search for and photograph geometrical shapes in their surroundings with the tablet camera. In this paper, the results of three encounters with preschool children aged four to five are presented and discussed, as well as the design and concept of CamQuest. Each encounter with children was carried out with a different approach; testing, codesigning, and evaluating. The application can be used as a pedagogical tool, which enables preschool children to recognize and explore geometrical shapes in their environment through using digital media.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117136570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"\"Child as the measure of all things\": the body as a referent in designing a museum exhibit to understand the nanoscale","authors":"J. M. Guiard, N. Parés","doi":"10.1145/2593968.2593985","DOIUrl":"https://doi.org/10.1145/2593968.2593985","url":null,"abstract":"The nanoscale, despite being something \"present\" in our everyday life, is actually an abstract concept given the impossibility of having a direct perception of it. This article presents the design process and analysis of an interactive exhibit called \"NanoZoom\" for a temporary exhibition for the science museum of Barcelona. The goal of the exhibit was to help users understand how small objects are in the nanoscale by designing a fullbody interactive experience. The hypothesis behind the design of the system was based on the idea that our body is our constant referent to allow us to understand issues of scale, proportions, distances, etc. Hence, taking the body of the user as a referent should help users better understand how small objects in the nanoscale are. The approach was based on a contemporary view on the Vitruvian Man in fullbody interaction; i.e. based on modern theories that claim that embodied interaction can foster a better learning of our environment. Experimental assessment was carried out with 64 children, comparing the fullbody interactive experience with a desktop adaptation of it. Results showed better performance on children's memorability and classification of objects (ranging from the size of centimeters to the nanoscale) for those who used the fullbody experience with respect to those in the desktop system.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129782580","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael D. Jones, M. J. Lawler, E. Hintz, Nathan Bench, F. Mangrubang, Mallory Trullender
{"title":"Head mounted displays and deaf children: Facilitating Sign Language in Challenging Learning Environments","authors":"Michael D. Jones, M. J. Lawler, E. Hintz, Nathan Bench, F. Mangrubang, Mallory Trullender","doi":"10.1145/2593968.2610481","DOIUrl":"https://doi.org/10.1145/2593968.2610481","url":null,"abstract":"Headmounted displays (HMDs) are evaluated as a tool to facilitate studentteacher interaction in sign language. Deaf or hardofhearing children who communicate in sign language receive all instruction visually. In normal deaf educational settings the child must split visual attention between signed narration and visual aids. Settings in which visual aids are distributed over a large visual area are particularly difficult. Sign language displayed in HMDs may allow a deaf child to keep the signed narration in sight, even when not looking directly at the person signing. Children from the community who communicate primarily in American Sign Language (ASL) participated in two phases of a study designed to evaluate the comfort and utility of viewing ASL in an HMD.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128210701","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Children as coresearchers: more than just a roleplay","authors":"F. Doorn, M. Gielen, P. Stappers","doi":"10.1145/2593968.2610461","DOIUrl":"https://doi.org/10.1145/2593968.2610461","url":null,"abstract":"Coresearch is a method that engages participants in contextual user research by giving them the role of researcher. This method aids to capture their input in the fuzzy front end of the design process. A previous study [5] showed that children can act as coresearchers to gather contextual knowledge. In that study 20 children aged 912 interviewed their peers or their grandparents. One of the findings from that study was that the professional role of the coresearcher is a motivating and influencing factor, which we want to enhance in a followup study. Another finding was that the way of reporting (audiorecording and notes in a research booklet) could be improved. In the present study 28 children (aged 9/10) acted as coresearchers by interviewing their peers. The goal of this study was to enhance the professional role of the children and to experiment with different recording devices, in order to explore the methodological consequences. Using coresearch gives an opportunity to go to places that are less accessible to lead researchers, like the child's room, and looking at it through the children's perspective. Making a choice between audio recorders and video cameras depends on the research set up and topic, in this case video added a lot of context since we were interested in personal belongings and a tour though their bedroom. It was found that giving mobile phones to coresearchers in order to record their interviews is not advisable; the quality of the audio is not that good and switching between making pictures and explaining them on audio is hard for them.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"163 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123460737","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}