{"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}
{"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}
A. Druin, Paulo Blikstein, M. Fleer, J. Read, B. S. Thomsen, B. Johnson, M. Resnick
{"title":"How can interaction with digital creative tools support child development?: (closing panel)","authors":"A. Druin, Paulo Blikstein, M. Fleer, J. Read, B. S. Thomsen, B. Johnson, M. Resnick","doi":"10.1145/2593968.2617796","DOIUrl":"https://doi.org/10.1145/2593968.2617796","url":null,"abstract":"The last session at this year's conference is an interactive panel discussion facilitated by Prof. Mitch Resnick from MIT Media Lab. The closing panel consists of leading university and industry researchers with strong opinions about digital technology and its relation to children and childhood. The topic for this session is the general question for this year's conference: \"How can interaction with digital creative tools support child development?\" The panel reflects on theoretical frameworks and challenges for the design of new digital technologies for a new generation of children, discussing new trajectories to support children's learning, wellbeing, and sensemaking. Panelists draw upon ideas from the papers, demos, tutorials, and keynotes presented at the IDC 2014 conference. IDC delegates have the opportunity to join the conversation, posing their own questions and comments. The closing panel concludes IDC 2014 by sharing ideas on how we can build tomorrow's technology together.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"236 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":"121892980","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}
H. Andreae, Peter M. Andreae, J. Low, Deidre Brown
{"title":"A study of auti: a socially assistive robotic toy","authors":"H. Andreae, Peter M. Andreae, J. Low, Deidre Brown","doi":"10.1145/2593968.2610463","DOIUrl":"https://doi.org/10.1145/2593968.2610463","url":null,"abstract":"This paper presents an evaluation of the effectiveness of a new sociallyassistive robot, Auti, in encouraging physical and verbal interactions in children with autism. It aims to encourage positive play behaviors such as gentle speaking and touching, with positive reinforcement through movement responses, and to discourage challenging behaviors, such as screaming or hitting through the removal of the reinforcing movements. This study evaluates the design by comparing a fullyinteractive Auti to an activeonly version, which does the same movements but does not respond to the child. Results from 18 participants indicate that the Interactive Auti does encourage positive behaviors more than the Activeonly version. However, further design is needed around addressing problematic behaviors.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"173 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":"116131397","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}
Laura Malinverni, J. M. Guiard, Vanesa Padillo, M. Mairena, A. Hervás, N. Parés
{"title":"Participatory design strategies to enhance the creative contribution of children with special needs","authors":"Laura Malinverni, J. M. Guiard, Vanesa Padillo, M. Mairena, A. Hervás, N. Parés","doi":"10.1145/2593968.2593981","DOIUrl":"https://doi.org/10.1145/2593968.2593981","url":null,"abstract":"In recent years there has been an increasing awareness about the importance of involving children with special needs in the process of designing technology. Starting from this perspective, the paper presents the participatory design process carried out with children with autistic spectrum disorder for the design of a Kinect motionbased game aimed at fostering social initiation skills. By describing the strategies used for the design of the activities, we will suggest possible approaches aimed toward widening the space for contributions of children and including them at a more creative level. Within that, major emphasis will be dedicated to discussing the \"empowering dimension\" of participatory design activities as an instrument to enhance benefits both for design results and for the children themselves. Finally, the balance between structure and freedom in the design of the activities will be discussed.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"46 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":"127203729","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}
Ayelet Gal-Oz, O. Weisberg, T. Keren-Capelovitch, Y. Uziel, Ronit Slyper, P. Weiss, Oren Zuckerman
{"title":"ExciteTray: developing an assistive technology to promote selffeeding among young children","authors":"Ayelet Gal-Oz, O. Weisberg, T. Keren-Capelovitch, Y. Uziel, Ronit Slyper, P. Weiss, Oren Zuckerman","doi":"10.1145/2593968.2610476","DOIUrl":"https://doi.org/10.1145/2593968.2610476","url":null,"abstract":"Typically developing children usually master selffeeding by the age of three years. However, children with Cerebral Palsy and other developmental disabilities encounter great difficulties acquiring this instrumental ability. In an effort to motivate young eaters in the process of acquiring selffeeding abilities, we set out to develop ExciteTray a customized selffeeding assistive technology. We describe the initial stages of an iterative design process consisting of interviews with domain experts, rapidprototyping, and evaluations with children. Based on our findings, we formulated preliminary design principles for a selffeeding assistive technology: draw attention without causing distraction; motivate the child during the various stages of selffeeding; facilitate facetoface interaction between caregiver and child; adapt feedback to the cognitive and motor ability of each child. We explain how these principles were implemented in a prototype, discuss safety considerations and describe future work.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"45 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":"128870949","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":"The effects of visual contextual structures on children's imagination in story authoring interfaces","authors":"Sharon Lynn Chu Yew Yee, Francis K. H. Quek","doi":"10.1145/2593968.2610484","DOIUrl":"https://doi.org/10.1145/2593968.2610484","url":null,"abstract":"This paper investigates how the presentation of contextual visual images may influence a child's imagination during the use of authoring systems to create digital content. This issue is particularly significant to understand what supports the child's creativity in authoring systems in creative storytelling. We address specifically children aged 8 to 10 because of the \"FourthGrade Slump\" phenomenon whereby children experience a decrease in creative engagement at this period. We carried out a study in which children used a storytelling system that allows the user to physically enact stories in a digitallyaugmented space contextualized by either a contextual background image or a blank screen. Using methods of video coding and analysis, we uncovered themes relating differences between children's enactment in the presence of a digital background and without in terms of both the process and product of storytelling. We discuss implications that the themes have for the design of story authoring systems for children.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"55 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114038340","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}
A. Antle, Jillian L. Warren, Aaron May, Min Fan, A. Wise
{"title":"Emergent dialogue: eliciting values during children's collaboration with a tabletop game for change","authors":"A. Antle, Jillian L. Warren, Aaron May, Min Fan, A. Wise","doi":"10.1145/2593968.2593971","DOIUrl":"https://doi.org/10.1145/2593968.2593971","url":null,"abstract":"Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts will result in behavior change around social issues. There is little evidence that this approach works. We propose a model of game play, called Emergent Dialogue, which encourages children to discuss their values during interaction with factual information in a G4C. We summarize a set of guidelines based on our Emergent Dialogue model and apply them to the design of Youtopia, a tangible, tabletop learning game about sustainability. Our goal was to create a game that provided opportunities for children to express and discuss their values around sustainable development tradeoffs during game play. We evaluate our design using video, survey and questionnaire data. Our results provide evidence that our model and design guidelines are effective for supporting valuebased dialogue during collaborative game play.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"6 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":"134115369","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":"ChiroBot: modularrobotic manipulation via spatial hand gestures","authors":"Jasjeet Singh Seehra, Ansh Verma, K. Ramani","doi":"10.1145/2593968.2610454","DOIUrl":"https://doi.org/10.1145/2593968.2610454","url":null,"abstract":"We introduce ChiroBot, a cyberphysical construction kit that allows users to create custom robots out of craft material, easily assemble the robots using joint modules and control them using hand gestures. These handcrafted robots are assembled using our modules packaged with actuator, wireless communication and controller electronics. These modules eliminate the need for expertise in electronics and enable a plug and play system that directly encourages users to explore by quick prototyping. We designed a glove embedded with sensors to enable the user to control the robots using hand gestures. We present different usage scenarios to demonstrate the system's versatility such as vehicular robot, humanoid puppet, robotic arm, and other combinations. This paper describes the ChiroBot system, interaction methods, few sample creations, and proposes possible \"play value\".","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"214 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":"114371447","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":"Motivating children's initiations with novelty and surprise: initial design recommendations for autism","authors":"A. Alcorn, H. Pain, J. Good","doi":"10.1145/2593968.2610458","DOIUrl":"https://doi.org/10.1145/2593968.2610458","url":null,"abstract":"Data from the ECHOES virtual environment (VE) suggests that young children with autism spectrum conditions (ASC) may be motivated to initiate repeatedly and positively about novelty and expectationviolations (i.e. discrepancies) in a VE. This is of interest because initiating communication is developmentally important but difficult to encourageit must be unprompted in order to \"count\". Also, the ASC literature would predict that discrepancies should be distressing, not motivating. Based on this unexpected but positive finding, we are exploring the possibility of embedding discrepancies into VEs to support children's initiation practice. As a first step, we propose 6 empiricallyderived design principles for including discrepancies as motivators, while still maintaining the VE's overall integrity.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"15 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":"125103887","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}