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Designing and evaluating touchless playful interaction for ASD children 设计和评估ASD儿童的非接触游戏互动
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2593976
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.
目前,针对自闭症谱系障碍儿童的基于动作的非接触式应用的研究有限,研究了它们的设计问题以及它们能为这一目标群体带来的好处。这篇论文报告了一套结构化的设计指南,这些指南提炼了我们从实证研究和与治疗中心的合作中获得的经验。这些启发启发了三种非接触式游戏的设计,在一项涉及治疗中心中等功能ASD儿童的对照研究中进行了评估。我们的研究结果证实了基于动作的非接触式应用游戏对于这一目标群体的技术增强干预的潜力。
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引用次数: 100
Sparkles of brilliance: incorporating cultural and social context in codesign of digital artworks 光辉的火花:在数字艺术作品的共同设计中融入文化和社会背景
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2593977
Foad Hamidi, Karla Saenz, Melanie Baljko
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.
数字媒体作为自我表达和艺术探索的工具具有巨大的潜力。我们试图通过案例研究丰富与发展中国家儿童使用数字设计方法和材料相关的挑战和好处的讨论。我们对这次讨论的贡献是基于我们参与了墨西哥瓦哈卡州25名边缘化儿童为期两天的共同设计研讨会。我们一起探索、设计和实现了基于孩子们家乡传统民间艺术的数字增强纸工艺品。我们在工作坊期间分析了艺术品并观察了孩子们,为我们的研究提供了信息。经验教训包括通过当地接触建立信任、纳入相关文化和社会因素、规划具体成果和适当使用技术的重要性。我们希望这个详细的案例研究可以作为一个范例,为其他设计师、研究人员和开发人员在规划、实施和研究研讨会时提供见解和灵感。
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引用次数: 18
Connecting children to nature with technology: sowing the seeds for proenvironmental behaviour 用科技将儿童与自然联系起来:为环保行为播下种子
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2610449
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.
与自然的定期互动对儿童的发展和福祉至关重要,也有助于建立对自然环境的依恋和价值,从而有可能在以后的生活中促进亲环境行为。在本文中,我们报告了一项研究,旨在确定数字技术支持儿童与自然环境联系的机会,从而鼓励儿童积极的环境态度,以及健康的身体游戏。通过与15名丹麦儿童(812岁)及其父母的参与性接触,使用焦点小组和后续访谈,我们探讨了儿童从事日常娱乐活动的动机,重点是在大自然中进行的活动,以及这些互动如何影响与当地自然环境相关的意义。本文的贡献在于更深入地理解了是什么促使儿童与自然互动,并讨论了技术如何增强这种互动。
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引用次数: 22
Session details: Keynote address 会议详情:主题演讲
B. S. Thomsen, B. Zaman
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引用次数: 0
Session details: Designing for and with children 会议细节:为儿童设计和与儿童一起设计
Mona Leigh Guha
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引用次数: 0
Understanding childdefined gestures and children's mental models for touchscreen tabletop interaction 了解儿童定义的手势和儿童对触屏桌面交互的心理模型
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2610452
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.
创建一组预定义的触摸屏手势来满足所有用户和年龄组是很困难的。为了为儿童设计直观且易于使用的手势,我们采用了Wobbrock等人[12]为成人设计的用户定义手势研究。然后,我们比较了12名儿童和14名成人在互动桌面上创造的手势。我们的研究表明,之前的触屏体验会强烈影响两组人的手势;成年人和儿童会做出相似的手势;我们所做的调整使我们能够成功地从儿童和成人中引出用户定义的手势。这些发现将有助于设计师更好地支持儿童触摸屏手势,并为进一步研究儿童自定义手势提供基础。
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引用次数: 32
Session details: Applications for learning 会议详情:应用程序的学习
C. Quintana
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引用次数: 0
Shake up the schoolyard: iterative design research for public playful installations 撼动校园:公共游乐设施的迭代设计研究
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2593980
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.
本文提出了三个不同的设计研究主题:如何为青少年设计社交和积极的游戏,如何设计开放式和突发性的游戏,以及如何评估互动游戏装置。“摆动眼睛”装置由5个互动摆动长椅和一盏中央灯组成,在两所高中、一所大学和一个设计节上,由1000多名用户反复开发和评估。该装置成功地吸引了青少年以社交方式玩游戏,但交互设计具有挑战性:不协调的大规模使用和各种外部因素影响了用户的探索和发现过程。所呈现的见解为每个设计青少年、公共空间或有趣互动的人提供了建议。
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引用次数: 12
Detecting handwriting errors with visual feedback in early childhood for Chinese characters 幼儿汉字书写错误的视觉反馈检测
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2610470
Will W. W. Tang, H. Leong, G. Ngai, S. Chan
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.
本文介绍了一个智能设备上的互动应用程序KID,旨在促进和鼓励幼儿学习和练习汉字。它依赖于笔的动态来提取笔画,并将书写的字符映射到合适的字符。还分析了笔划方向的排序和空间对齐特征,以查明常见错误。然后提供视觉图像反馈,以激励儿童并引起他们的兴趣。我们在收集焦点小组访谈反馈的基础上迭代原型设计和实现,从那里系统得到了积极的评价。
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引用次数: 6
Incorporating peephole interactions into children's second language learning activities on mobile devices 将窥视孔互动融入儿童移动设备上的第二语言学习活动
Pub Date : 2014-06-17 DOI: 10.1145/2593968.2593982
Brenna McNally, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Leah Findlater
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.
身体运动有增强学习活动的潜力。为了研究如何将运动融入儿童的移动语言学习,我们设计并评估了两个版本的德语词汇游戏“风景词”。第一个版本使用基于运动的动态窥视孔导航,这需要手臂的物理运动,而第二个版本使用基于触摸的静态窥视孔导航,只需要标准的触摸屏交互;静态窥视孔是导航的现状交互技术,通常用于地图应用程序和游戏中。为了比较两种类型的导航,并评估儿童对动态窥视孔的反应,我们对16名89岁的儿童进行了一项家庭研究。孩子们分成两组,但各自在移动设备上玩不同版本的游戏。虽然结果表明,更熟悉的静态窥视孔总体上是首选的互动方式,但在研究过程中,参与者逐渐习惯了基于运动的动态窥视孔。参与者注意到,随着时间的推移,动态窥视孔互动变得更容易,而且它有一些优势,比如在游戏中拖放元素。
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引用次数: 9
期刊
Proceedings of the 2014 conference on Interaction design and children
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