{"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":"Jigsaw together: a distributed collaborative game for players with diverse skills and preferences","authors":"Dimitris Grammenos, Antonis Chatziantoniou","doi":"10.1145/2593968.2610453","DOIUrl":"https://doi.org/10.1145/2593968.2610453","url":null,"abstract":"Presently it is very hard (or even impossible) to allow multiple players with highly diverse characteristics (including age, skills, and preferences) to collaboratively share and play a single jigsaw puzzle. Towards this end, the work presented in this paper aims to expand the capabilities of digital jigsaw puzzles in 3 directions: (a) multiplayability by a large number of players; (b) accessibility by people with handmotor and visual impairments; and (c) concurrent playability by people with highly diverse characteristics. In this context, we present an electronic puzzle game which supports single player as well as distributed multiplayer sessions by people with diverse characteristics. The paper introduces the background against which the work is based and describes the key design features of the resulting game's user interface and gameplay.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"39 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":"127086894","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}
T. Avontuur, R. D. Jong, Eveline Brink, Yves Florack, I. Soute, P. Markopoulos
{"title":"Play it our way: customization of game rules in children's interactive outdoor games","authors":"T. Avontuur, R. D. Jong, Eveline Brink, Yves Florack, I. Soute, P. Markopoulos","doi":"10.1145/2593968.2593973","DOIUrl":"https://doi.org/10.1145/2593968.2593973","url":null,"abstract":"In traditional outdoor games, such as tag and hideandseek, children play in groups, and typically changes to the rules are negotiated fluidly, without disrupting the game flow. In contrast, games that are supported by interactive technology are usually rather static, not allowing for easy adaption towards the children's narrative and desired rules. We present an iterative design process in which 65 children aged 512 participated in different iterations, concluding with the design of GameBaker. GameBaker is an application that allows children to modify game rules for Head Up Games, outdoor collocated games supported by interactive handheld devices. We show how children: understand how setting different game rules allows them to modify the game, are able to relate these to how the game is played, and enjoy doing so. This research paves the way towards allowing children to take control of outdoor game technology, to create their own variation of games as they have done for centuries in traditional games.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"55 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":"115979362","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":"\"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}
{"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}