L. Bartoli, F. Garzotto, M. Gelsomini, Luigi Oliveto, Matteo Valoriani
Limited studies exist that explore motionbased touchless applications for children with ASD (Autism Spectrum Disorder) and investigate their design issues and the benefits they can bring to this target group. The paper reports a structured set of design guidelines that distill our experience gained from empirical studies and collaborations with therapeutic centers. These heuristics informed the design of three touchless games that were evaluated in a controlled study involving medium functioning ASD children at a therapeutic center. Our findings confirm the potential of motionbased touchless applications games for technologyenhanced interventions for this target group.
{"title":"Designing and evaluating touchless playful interaction for ASD children","authors":"L. Bartoli, F. Garzotto, M. Gelsomini, Luigi Oliveto, Matteo Valoriani","doi":"10.1145/2593968.2593976","DOIUrl":"https://doi.org/10.1145/2593968.2593976","url":null,"abstract":"Limited studies exist that explore motionbased touchless applications for children with ASD (Autism Spectrum Disorder) and investigate their design issues and the benefits they can bring to this target group. The paper reports a structured set of design guidelines that distill our experience gained from empirical studies and collaborations with therapeutic centers. These heuristics informed the design of three touchless games that were evaluated in a controlled study involving medium functioning ASD children at a therapeutic center. Our findings confirm the potential of motionbased touchless applications games for technologyenhanced interventions for this target group.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"19 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":"115132437","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}
Digital media have great potential as tools for selfexpression and artistic exploration. We seek to enrich the discussion of challenges and benefits associated with using digital design methods and materials with children in developing countries through a case study. Our contributions to this discussion are based on our involvement in facilitating a twoday codesign workshop with 25 marginalized children in Oaxaca, Mexico. Together, we explored, designed and implemented digitally augmented paper artifacts based on traditional folk art from the children's native region. We analyzed the artworks and observed the children during the workshop to inform our research. Lessons learned include the importance of establishing trust though local contacts, incorporating relevant cultural and social elements, planning concrete outcomes and using technology appropriately. We hope that this detailed case study may serve as an exemplar, by providing insights and inspiration for other designers, researchers, and developers when planning, carrying out, and studying workshops.
{"title":"Sparkles of brilliance: incorporating cultural and social context in codesign of digital artworks","authors":"Foad Hamidi, Karla Saenz, Melanie Baljko","doi":"10.1145/2593968.2593977","DOIUrl":"https://doi.org/10.1145/2593968.2593977","url":null,"abstract":"Digital media have great potential as tools for selfexpression and artistic exploration. We seek to enrich the discussion of challenges and benefits associated with using digital design methods and materials with children in developing countries through a case study. Our contributions to this discussion are based on our involvement in facilitating a twoday codesign workshop with 25 marginalized children in Oaxaca, Mexico. Together, we explored, designed and implemented digitally augmented paper artifacts based on traditional folk art from the children's native region. We analyzed the artworks and observed the children during the workshop to inform our research. Lessons learned include the importance of establishing trust though local contacts, incorporating relevant cultural and social elements, planning concrete outcomes and using technology appropriately. We hope that this detailed case study may serve as an exemplar, by providing insights and inspiration for other designers, researchers, and developers when planning, carrying out, and studying workshops.","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":"116777356","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}
Bronwyn J. Cumbo, J. Paay, J. Kjeldskov, Brent C. Jacobs
Regular interactions with nature are vital for the development and wellbeing of children and also to build attachment and value for natural environments that potentially promote proenvironmental behaviour in later life. In this paper, we report on a study designed to identify opportunities for digital technology to support children's connectedness to the natural environment, thereby encouraging positive environmental attitudes in children, as well as healthy physical play. Through participatory engagement with a group of 15 Danish children (aged 812) and their parents, using focus groups and follow up interviews, we explore what motivates children to undertake everyday recreational activities, focusing on activities undertaken in nature, and how these interactions influence meaning associated with their local natural place. The contribution of this paper is a deeper understanding of what motivates children to interact with nature, and a discussion of how technology may enhance this interaction.
{"title":"Connecting children to nature with technology: sowing the seeds for proenvironmental behaviour","authors":"Bronwyn J. Cumbo, J. Paay, J. Kjeldskov, Brent C. Jacobs","doi":"10.1145/2593968.2610449","DOIUrl":"https://doi.org/10.1145/2593968.2610449","url":null,"abstract":"Regular interactions with nature are vital for the development and wellbeing of children and also to build attachment and value for natural environments that potentially promote proenvironmental behaviour in later life. In this paper, we report on a study designed to identify opportunities for digital technology to support children's connectedness to the natural environment, thereby encouraging positive environmental attitudes in children, as well as healthy physical play. Through participatory engagement with a group of 15 Danish children (aged 812) and their parents, using focus groups and follow up interviews, we explore what motivates children to undertake everyday recreational activities, focusing on activities undertaken in nature, and how these interactions influence meaning associated with their local natural place. The contribution of this paper is a deeper understanding of what motivates children to interact with nature, and a discussion of how technology may enhance this interaction.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"280 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":"123433439","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: Keynote address","authors":"B. S. Thomsen, B. Zaman","doi":"10.1145/3247499","DOIUrl":"https://doi.org/10.1145/3247499","url":null,"abstract":"","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"5 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":"125413196","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: Designing for and with children","authors":"Mona Leigh Guha","doi":"10.1145/3247502","DOIUrl":"https://doi.org/10.1145/3247502","url":null,"abstract":"","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":"125519018","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}
Karen Rust, Meethu Malu, Lisa Anthony, Leah Findlater
Creating a predefined set of touchscreen gestures that caters to all users and age groups is difficult. To inform the design of intuitive and easy to use gestures specifically for children, we adapted a userdefined gesture study by Wobbrock et al. [12] that had been designed for adults. We then compared gestures created on an interactive tabletop by 12 children and 14 adults. Our study indicates that previous touchscreen experience strongly influences the gestures created by both groups; that adults and children create similar gestures; and that the adaptations we made allowed us to successfully elicit userdefined gestures from both children and adults. These findings will aid designers in better supporting touchscreen gestures for children, and provide a basis for further userdefined gesture studies with children.
{"title":"Understanding childdefined gestures and children's mental models for touchscreen tabletop interaction","authors":"Karen Rust, Meethu Malu, Lisa Anthony, Leah Findlater","doi":"10.1145/2593968.2610452","DOIUrl":"https://doi.org/10.1145/2593968.2610452","url":null,"abstract":"Creating a predefined set of touchscreen gestures that caters to all users and age groups is difficult. To inform the design of intuitive and easy to use gestures specifically for children, we adapted a userdefined gesture study by Wobbrock et al. [12] that had been designed for adults. We then compared gestures created on an interactive tabletop by 12 children and 14 adults. Our study indicates that previous touchscreen experience strongly influences the gestures created by both groups; that adults and children create similar gestures; and that the adaptations we made allowed us to successfully elicit userdefined gestures from both children and adults. These findings will aid designers in better supporting touchscreen gestures for children, and provide a basis for further userdefined gesture studies with children.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"82 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":"115052631","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: Applications for learning","authors":"C. Quintana","doi":"10.1145/3247504","DOIUrl":"https://doi.org/10.1145/3247504","url":null,"abstract":"","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"319 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":"116291408","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}
R. Tieben, Linda De Valk, Pepijn Rijnbout, M. M. Bekker, B. Schouten
Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions.
{"title":"Shake up the schoolyard: iterative design research for public playful installations","authors":"R. Tieben, Linda De Valk, Pepijn Rijnbout, M. M. Bekker, B. Schouten","doi":"10.1145/2593968.2593980","DOIUrl":"https://doi.org/10.1145/2593968.2593980","url":null,"abstract":"Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions.","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":"116332597","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}
This paper presents KID, an interactive app on a smart device, designed to facilitate and encourage young children to learn and practice Chinese characters. It relies on pen dynamics to extract the strokes and map the written character to the proper one. The stroke orientation is also analyzed for ordering and spatial alignment features that pinpoint common errors. A visual pictorial feedback is then provided to motivate children and to arouse their interest. We iterate the prototype design and implementation upon collecting feedback from focus group interviews, from where the system is greeted with positive comments.
{"title":"Detecting handwriting errors with visual feedback in early childhood for Chinese characters","authors":"Will W. W. Tang, H. Leong, G. Ngai, S. Chan","doi":"10.1145/2593968.2610470","DOIUrl":"https://doi.org/10.1145/2593968.2610470","url":null,"abstract":"This paper presents KID, an interactive app on a smart device, designed to facilitate and encourage young children to learn and practice Chinese characters. It relies on pen dynamics to extract the strokes and map the written character to the proper one. The stroke orientation is also analyzed for ordering and spatial alignment features that pinpoint common errors. A visual pictorial feedback is then provided to motivate children and to arouse their interest. We iterate the prototype design and implementation upon collecting feedback from focus group interviews, from where the system is greeted with positive comments.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"68 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":"126324049","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}
Physical movement has the potential to enhance learning activities. To investigate how movement can be incorporated into children's mobile language learning, we designed and evaluated two versions of a German vocabulary game called Scenic Words. The first version used movementbased dynamic peephole navigation, which requires physical movement of the arms, while the second version used touchbased static peephole navigation, which only requires standard touchscreen interactions; static peepholes are the status quo interaction technique for navigation, commonly found, for example, in map applications and games. To compare the two types of navigation and to assess children's reactions to dynamic peepholes, we conducted an inhome study with 16 children (ages 89). The children participated in pairs but individually played each version of the game on a mobile device. While results showed that the more familiar static peepholes were the preferred interaction style overall, participants became accustomed to the movementbased dynamic peepholes during the study. Participants noted that the dynamic peephole interaction became easier over time, and that it had some advantages such as for dragginganddropping elements in the game.
{"title":"Incorporating peephole interactions into children's second language learning activities on mobile devices","authors":"Brenna McNally, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Leah Findlater","doi":"10.1145/2593968.2593982","DOIUrl":"https://doi.org/10.1145/2593968.2593982","url":null,"abstract":"Physical movement has the potential to enhance learning activities. To investigate how movement can be incorporated into children's mobile language learning, we designed and evaluated two versions of a German vocabulary game called Scenic Words. The first version used movementbased dynamic peephole navigation, which requires physical movement of the arms, while the second version used touchbased static peephole navigation, which only requires standard touchscreen interactions; static peepholes are the status quo interaction technique for navigation, commonly found, for example, in map applications and games. To compare the two types of navigation and to assess children's reactions to dynamic peepholes, we conducted an inhome study with 16 children (ages 89). The children participated in pairs but individually played each version of the game on a mobile device. While results showed that the more familiar static peepholes were the preferred interaction style overall, participants became accustomed to the movementbased dynamic peepholes during the study. Participants noted that the dynamic peephole interaction became easier over time, and that it had some advantages such as for dragginganddropping elements in the game.","PeriodicalId":260552,"journal":{"name":"Proceedings of the 2014 conference on Interaction design and children","volume":"37 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":"115081242","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}