面向物联网时代儿童设备编程的交互模型

B. S. Neto, Vânia P. A. Neris
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引用次数: 0

摘要

物联网(Internet of Things)等新范式的出现,使得一套嵌入玩偶和球等日常物品的计算机系统得以诞生。其中一些系统不仅可供使用,而且还提供了通过儿童编程进行定制的可能性。然而,特别是对于年幼的儿童(4至6岁)来说,这种不同的交互空间,不同的智能设备与特定规格共存,可能需要更大的认知努力,使其难以使用编程功能。在这种情况下,本文提出了一个交互模型,以指导为儿童提供编程设备。为了构建这个模型,我们对30名儿童使用了参与式设计技术,以了解他们如何对不同的设备进行编程。从孩子们创造的解决方案中,交互模型被指定并表示在Stamper的符号阶梯中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards an Interaction Model for the Programming of Devices by Children in the Age of Internet of Things
The emergence of new paradigms, such as the Internet of Things, allowed the creation of a set of computer systems embedded in everyday objects such as dolls and balls. Some of these systems are not only for use, but offer possibilities for customization through programming by children. However, especially for small children (4 to 6 years), this universe of differentiated interactions, where different intelligent devices with particular specifications coexist, may require greater cognitive effort, making it difficult to use programming functionalities. In this scenario, this article proposes a model of interaction to guide the offer of programming devices for children. For the construction of this model, Participatory Design techniques were used with 30 children, in order to understand how they would like to program different devices. From the solutions created by the children, the interaction model was specified and represented in the Stamper's Semiotic Ladder.
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