儿童设计中的模式和主题

J. Korte
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引用次数: 7

摘要

已经开发了许多设计方法来支持让儿童参与新技术的设计。在设计过程中,往往会发展出独特的方法,让不同年龄、不同能力、不同参与程度的儿童成为新的“受众”。虽然设计方法的目标往往被明确地讨论,但在多种设计方法中出现了共同的主题和重复的模式。本专著确定了这些反复出现的主题和模式的设计方法与儿童工作作为线人,设计合作伙伴或软件设计师。这些主题和模式可以分为以下几类:原则或启发式,作为设计师与儿童一起工作的指导方针;与孩子一起工作的设计师需要做出选择的决策点;常见的活动模式和交流模式经常出现在与儿童一起工作的设计方法中,但往往描述不足;以及设计方法可能试图调用的突发现象。这些主题和模式是通过对儿童、幼儿和因残疾或跨文化工作而存在沟通障碍的儿童进行设计的方法和技术的比较确定的。这个主题和模式的目录将用于设计师在参与设计和共同设计活动中与儿童一起工作。意识到这些因素将允许设计师选择现有的设计方法,或者创建自己的设计方法,以更好地理解和比较现有的设计方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Patterns and Themes in Designing with Children
A host of design approaches have been developed to support involving children in the design of new technologies. Unique approaches tend to be developed to involve new "audiences" of children - of different ages, with different abilities, at different levels of involvement - in the design process. While goals of design approaches tend to be explicitly discussed, there are common themes and repeated patterns which appear in multiple design approaches. This monograph identifies these recurrent themes and patterns within design approaches for working with children as informants, design partners or software designers. These themes and patterns have been sorted into groups of: Principles or heuristics, which act as guidelines to designers working with children; decision points where designers working with children will need to make choices; common activity patterns and communication patterns which appear frequently in design approaches for working with children, but are often under-described; and emergent phenomena which design approaches may attempt to invoke. These themes and patterns have been identified through comparison of methods and techniques for designing with children, young children, and children with a communication gap caused by disability or cross-cultural work. This catalogue of themes and patterns will be of use for designers working with children in participatory design and co-design activities. Awareness of these factors will allow designers selecting existing design approaches, or creating their own, to better understand and compare existing design approaches.
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