{"title":"SuperSolar: a wearable energy generator for children's outdoor play","authors":"Carlotta Manara, Diba Dayyani","doi":"10.1145/3397617.3398023","DOIUrl":"https://doi.org/10.1145/3397617.3398023","url":null,"abstract":"A recent UK study commissioned by the National Trust found out that children play outside for an average of just over four hours a week and 10% of respondents have not even been in a natural environment for at least a year [1]. For the kids, the benefits of outdoor games are enormous; they are linked with the development of motor skills and mental and physical strength, enhancing children's creativity, confidence, and social relations. On the other hand, the problem of sustainability and energy consumption is more and more relevant nowadays. In the future, solar energy could be a valuable alternative to conventional electricity, and thanks to international researchers the technology is still evolving with a focus on fabric and tissue. The project SuperSolar aims to allow children to play and discover energy consumption through an outdoor play based on kinetic energy and Solar Cell Fabric [2], a tissue able to absorb solar energy. Besides, SuperSolar App informs children about the amount of energy that they produce during the play.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"79 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124881129","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}
Marikken Høiseth, Sindre Holme, Sondre Ek, Charlotte Tendenes Gabrielsen, O. Alsos
{"title":"Teen evaluations of a game targeting school refusal","authors":"Marikken Høiseth, Sindre Holme, Sondre Ek, Charlotte Tendenes Gabrielsen, O. Alsos","doi":"10.1145/3397617.3397835","DOIUrl":"https://doi.org/10.1145/3397617.3397835","url":null,"abstract":"Serious games can be a supplement to early intervention and treatment of school refusal. In this work-in-progress, we report on findings from an evaluation session in which teenagers gave detailed feedback on Gnist (English: Spark), a serious game for treatment of school refusal. Our contribution is an empirical review of the teenager' opinions about the proposed game elements to overcome school refusal and their recommendations for future development as well as promoting school refusal on the design agenda.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122826323","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":"Wonder with elinor: designing a socially contingent video viewing experience","authors":"Ying Xu, M. Warschauer","doi":"10.1145/3397617.3398024","DOIUrl":"https://doi.org/10.1145/3397617.3398024","url":null,"abstract":"Recognizing children's penchant for interacting with their loved media characters, we design a socially contingent video viewing experience where children are allowed to converse with the main character in a science animation series targeting preschool-aged children. The interaction is enabled by a conversational agent and is designed to prime children to engage in science inquiries with the main character as the story unfolds. A field testing suggests that this design concept is feasible, and children enjoyed the opportunities to become participants, beyond consumers, of the media experiences.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125828363","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}
Qiao Jin, Yu Liu, Ye Yuan, L. Yarosh, Evan Suma Rosenberg
{"title":"VWorld","authors":"Qiao Jin, Yu Liu, Ye Yuan, L. Yarosh, Evan Suma Rosenberg","doi":"10.1145/3397617.3397843","DOIUrl":"https://doi.org/10.1145/3397617.3397843","url":null,"abstract":"The growing development and commercialization of Virtual Reality (VR) allow more children to get access to this technology. VR features a new, more emotional relevant experience with a sense of presence and high interactivity. In this paper, we present VWorld, an immersive VR system designed to boost children's creativity and computational thinking skill. VWorld enables children to create their own virtual world by putting 3D objects on a miniature map, then explore the world and control the chosen objects by constructing program sequences. We present the design and implementation of VWorld system, with the design considerations of children in our VR environment, and conduct the preliminary evaluation and the future plan of the study.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124066394","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. Fröhlich, R. Willems, L. Kremer, Aranka Dol, Jochen Meyer, Susanne CJ Boll
{"title":"More than numbers: self-expression centered T1D app design for teenagers","authors":"T. Fröhlich, R. Willems, L. Kremer, Aranka Dol, Jochen Meyer, Susanne CJ Boll","doi":"10.1145/3397617.3397830","DOIUrl":"https://doi.org/10.1145/3397617.3397830","url":null,"abstract":"Management of type 1 diabetes (T1D) is essential for a successful long-term treatment. This is especially important for teenagers transitioning to self-management. However, due to teenagers' interests and lifestyles, T1D management isn't often highly prioritized by teenagers, possibly leading to deficits in monitoring and health status. In this work, we aim to increase monitoring potential for teenagers by developing a mobile app that is centered around the lifestyle and needs of teenagers. We further emphasize patient-doctor communication by concentrating on the human behind the numbers. We contribute user requirements, a paper-prototype design of the T1D management app and an initial evaluation with medical staff such as diabetes nurses.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131485353","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":"Towards smart rooms for children: mapping children's needs in the context of their bedrooms in the IoT era","authors":"H. Erel, Nadav Viduchinsky, Oren Zuckerman","doi":"10.1145/3397617.3397825","DOIUrl":"https://doi.org/10.1145/3397617.3397825","url":null,"abstract":"Children's bedrooms are private spaces for identity exploration and self-expression, defined in literature as \"bedroom culture\". With the rise of smart-home and Internet of Things (IoT) technologies, comes a great opportunity to create a \"digital bedroom culture\" that captures the rich meaning that bedrooms can have in children's lives. To properly understand how children perceive their bedrooms, and how they think smart-home technologies can be integrated into their rooms, we conducted interviews with 17 children in the context of their bedrooms. Using thematic coding, we mapped children's needs related to their bedroom into Emotional and Practical themes. When discussing \"smart-room\" technologies, children strongly associated them with practical needs and much less with emotional ones. We argue that smart-home and IoT designers should consider this gap and explore the possibilities of designing IoT technologies that will augment children's emotional needs in the context of their bedroom.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132937066","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}
Ahmed Kharrufa, S. Abaci, Émeline Brulé, P. Slovák, M. Venn-Wycherley, Daniel Lambton-Howard
{"title":"Evaluation of emerging educational technologies in the classroom","authors":"Ahmed Kharrufa, S. Abaci, Émeline Brulé, P. Slovák, M. Venn-Wycherley, Daniel Lambton-Howard","doi":"10.1145/3397617.3398065","DOIUrl":"https://doi.org/10.1145/3397617.3398065","url":null,"abstract":"This virtual workshop will bring together practitioners and researchers from the fields of HCI and the learning sciences to discuss the challenges associated with the evaluation of emerging educational technologies in the classroom. In alignment with the conference's \"designing for the future\" theme, the aim of this workshop is to stimulate a discussion with the educational technology research community around the best practices and challenges of evaluation of such emerging educational technologies in the classroom as well as the challenges associated with moving beyond targeting numeracy and literacy to aim for the development of 21st century skills.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"48 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121294889","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}
Stefanie Vanbecelaere, F. Cornillie, F. Depaepe, Roger Gilabert Guerrero, M. Mavrikis, M. Vasalou, L. Benton
{"title":"Technology-mediated personalised learning for younger learners: concepts, design, methods and practice","authors":"Stefanie Vanbecelaere, F. Cornillie, F. Depaepe, Roger Gilabert Guerrero, M. Mavrikis, M. Vasalou, L. Benton","doi":"10.1145/3397617.3398059","DOIUrl":"https://doi.org/10.1145/3397617.3398059","url":null,"abstract":"Children differ in various aspects such as prior knowledge, learning pace, socio-economic status, interests etc. It has been argued that when we take these differences into account when we develop learning environments, children will benefit from it in terms of learning outcomes, learning experience, and attitudes towards particular subjects. The emergence of digital technologies has accelerated the movement to create personalised learning environments. Although technology-mediated personalised learning is promising, several challenges remain such as how personalised learning should be conceptualized, which methods should be used to establish the effects and how this movement impacts education and especially children and teachers. This workshop aims to bring together researchers and practitioners who have done work in this field to facilitate in-depth discussions, resource exchange and networking on technology-mediated personalised learning.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121957433","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 graphic routines of closed and open shapes: children's drawing strategies on a touchscreen","authors":"S. R. M. Shukri, Rofithah Omar","doi":"10.1145/3397617.3397844","DOIUrl":"https://doi.org/10.1145/3397617.3397844","url":null,"abstract":"How do children plan their drawing on a touchscreen? Studies have shown that children follow a certain graphic rules and routine in their drawing. We are at the start of investigating how children of different ages plan their drawing strategies on a touchscreen, particularly looking into the graphic routines of 14 basic shapes. 33 children from the age of 5 to 12 years old were recruited to draw a closed and open shapes in our touch drawing tool. We found that children tend to draw circle and square shapes in a clockwise order, spiral and semi-circle shapes in right-to-left direction and wave to zhee shapes in left-to-right direction. We hope to inform designers to build a touch interaction tool for children according to their motor strengths. We wish data quantified accurately can help us contribute to areas such as visual processing information as part of children psychological development growth.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126312952","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":"Virtual dioramas transform natural history museum exhibit halls & gardens to life with immersive AR","authors":"Maria C. R. Harrington","doi":"10.1145/3397617.3402036","DOIUrl":"https://doi.org/10.1145/3397617.3402036","url":null,"abstract":"The original motivation and design process of the AR Perpetual Garden App is discussed in detail. Available on Apple iTunes and Google Play Stores, children and parents, teachers and students, may download and learn with it now, thus amplifying the learning impact of immersive experiences even at home. Inspired by the dioramas of the past, both the creation process and their use in museums as interactive, multimodal, knowledge artifacts are discussed and carefully analyzed. This paper may be of interest to researchers and practitioners alike. First, as a way to understand and generalize the critical design factors used and to extend findings into their design research, and second, as an iterative design and development process model, learner-user experience (LUX) design, extensible to other domains.","PeriodicalId":403336,"journal":{"name":"Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127865057","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}