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A relational turn for child-computer interaction research? A scoping review 儿童-电脑交互研究的关系转折?范围审查
Q1 Social Sciences Pub Date : 2026-01-12 DOI: 10.1016/j.ijcci.2026.100803
Yusra Niaz, Eva Durall Gazulla, Marianne Kinnula
‘Relationality’ is increasingly used in human-computer interaction as a lens to support knowledge building and design practice by shifting the attention to inclusion, collaboration, and interconnection as key qualities while studying humans and technology. This scoping literature review analysing 61 studies seeks to understand how academic literature in fields relevant to child-computer interaction has employed the relational lens during the last decade to explore how children engage with the world in formal and non-formal learning contexts. Following PRISMA guidelines, we identify the ontological, epistemological, and ethical implications of adopting a relational perspective in research and practice involving children. We outline main relational practices used in the studies and propose strategies for child–computer interaction researchers to integrate and expand the use of the relational lens in their work particularly within learning contexts, while also extending to broader domains connected to child–computer interaction.
“关系”越来越多地用于人机交互,通过将注意力转移到包容、协作和互联作为研究人类和技术的关键品质,作为支持知识构建和设计实践的镜头。本文献综述分析了61项研究,旨在了解在过去十年中,儿童与电脑互动相关领域的学术文献如何采用关系视角来探索儿童在正式和非正式学习环境中如何与世界互动。根据PRISMA的指导方针,我们确定了在涉及儿童的研究和实践中采用关系视角的本体论、认识论和伦理意义。我们概述了研究中使用的主要关系实践,并为儿童-计算机交互研究人员提出了在他们的工作中整合和扩展关系透镜的使用的策略,特别是在学习环境中,同时也扩展到与儿童-计算机交互相关的更广泛的领域。
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引用次数: 0
From playful to manipulative: Exposing deceptive patterns in digital applications for young children 从好玩到操纵:揭露幼儿数字应用中的欺骗模式
Q1 Social Sciences Pub Date : 2026-01-08 DOI: 10.1016/j.ijcci.2026.100804
Nicholas O’Donnell , Madison Klarkowski , Janelle MacKenzie , Ella Horton , Sumudu Mallawaarachchi , Steven J. Howard , Daniel Johnson
Deceptive design patterns — i.e., user interface tactics that serve to manipulate users into making decisions that benefit a company — are endemic to playful digital experiences. Children have been identified as particularly vulnerable to these tactics, owing to their ongoing cognitive development and nascent critical reasoning. In this paper, we employ a media content analysis — utilising Grey et al. (2024) hierarchical and universal ontology — to assess the prevalence and presentation of deceptive design patterns in playful apps aimed at young children (aged 5–8 years). Our results show that free apps rely more heavily on deceptive design patterns than paid apps, and that the high-level categorisation of patterns employed most frequently include Interface Interference, Sneaking, and Forced Action. Exploring how these patterns are deployed (including how they manifest at the meso- and low-levels), we identify the ramifications for child users and their caregivers. We propose potential solutions that can be enacted by caregivers, suggest improvements that can be made to digital storefronts, and submit suggested foci for regulatory bodies. Building on existing research, this work contributes a vital step towards characterising the climate of deceptive design patterns in playful apps explicitly targeting young children.
欺骗性的设计模式——即用户界面策略,用来操纵用户做出有利于公司的决定——是有趣的数字体验的特有特征。儿童被认为特别容易受到这些策略的影响,因为他们正在进行认知发展和新生的批判性推理。在本文中,我们采用媒体内容分析-利用Grey等人(2024)分层和通用本体-来评估针对幼儿(5-8岁)的有趣应用程序中欺骗性设计模式的流行和呈现。我们的研究结果显示,与付费应用相比,免费应用更依赖于欺骗性的设计模式,最常见的设计模式包括界面干扰、潜行和强制操作。通过探索这些模式是如何部署的(包括它们是如何在中低层次上表现出来的),我们确定了对儿童用户及其照顾者的影响。我们提出了可以由护理人员制定的潜在解决方案,建议可以对数字店面进行改进,并向监管机构提交建议的重点。在现有研究的基础上,这项工作为明确针对幼儿的有趣应用程序的欺骗性设计模式的特征迈出了重要的一步。
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引用次数: 0
Children exploring circuits and identities in the figured world of a makerspace 孩子们在创客空间的图形世界中探索电路和身份
Q1 Social Sciences Pub Date : 2025-12-31 DOI: 10.1016/j.ijcci.2025.100801
Priyanka Parekh
This paper investigates how identity and learning intertwine during making activities by analyzing the experiences of two ten-year-olds in a circuitry-making workshop at a public library makerspace. Makerspaces are increasingly recognized as sites where learners develop technical skills in making as well as negotiate identities as capable participants in STEM-rich practices. Using the theoretical framework of figured worlds, this paper examines how children simultaneously constructed circuits and positioned themselves in relation to peers, materials, and ideas. Qualitative analysis of their verbal and physical interactions revealed two key findings. First, both children engaged actively with tools, ideas, and collaboration while successfully producing working circuits. Second, their identity work diverged: one expressed confidence and agency, while the other grappled with self-doubt despite demonstrating comparable technical competence. This contrast illustrates that identifying as a successful maker may be more challenging than learning circuitry skills. By highlighting how identity negotiation shapes children’s experiences in library makerspaces, this paper extends research on maker education. The findings suggest that mentoring, recognition, and the cultivation of inclusive maker mindsets are as critical as access to resources, underscoring the importance of supporting both technical learning and identity development in STEM-rich informal learning environments.
本文通过分析两个10岁的孩子在公共图书馆创客空间的电路制作工作坊中的经历,探讨了在制作活动中身份和学习是如何相互交织的。创客空间越来越被认为是学习者发展技术技能的场所,并在丰富的stem实践中作为有能力的参与者进行身份协商。利用图形世界的理论框架,本文研究了儿童如何同时构建电路并定位自己与同伴,材料和想法的关系。对他们的语言和身体互动进行定性分析,发现了两个关键发现。首先,两个孩子都积极参与工具、想法和合作,同时成功地制作了工作电路。其次,他们的身份认同工作出现了分歧:一个人表现出自信和能人,而另一个人尽管表现出相当的技术能力,但仍在努力克服自我怀疑。这种对比说明,作为一个成功的制造者可能比学习电路技能更具挑战性。通过强调身份协商如何塑造儿童在图书馆创客空间中的体验,拓展了对创客教育的研究。研究结果表明,指导、认可和包容性创客心态的培养与获得资源同样重要,强调了在stem丰富的非正式学习环境中支持技术学习和身份发展的重要性。
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引用次数: 0
Participatory design of an eco-feedback tool with teens for community energy futures 为社区能源未来与青少年一起参与设计生态反馈工具
Q1 Social Sciences Pub Date : 2025-12-30 DOI: 10.1016/j.ijcci.2025.100802
Kyrill Potapov, Malak Ramadan
Energy systems increasingly require active citizen participation, yet youth voices remain marginalized in energy technology design. This paper reports on participatory design studies with 21 teenagers (ages 12–14) from economically disadvantaged areas of London, exploring how youth conceptualize community energy sharing. Using participatory design, we conducted workshops across two secondary schools involving scenario-based design, persona development, and low-fidelity prototyping around solar energy sharing scenarios. Students designed eco-feedback applications featuring priority systems based on social circumstances, negotiation tools, and community profiles emphasizing social relationships over individual optimization. Our findings reveal teenagers’ energy citizenship perspectives that challenge adult-centric approaches by prioritizing care, social justice, and interdependence over efficiency metrics. Students demonstrated sophisticated understanding of energy justice, designing transparent processes for democratic energy allocation and viewing technology as mediating community communication rather than algorithmic authority. This work contributes methodological approaches for youth participatory design in sustainability contexts and demonstrates how engaging young people reveals alternative visions for just energy transitions.
能源系统越来越需要公民的积极参与,但青年的声音在能源技术设计中仍然被边缘化。本文报告了对来自伦敦经济弱势地区的21名青少年(12-14岁)进行的参与式设计研究,探讨青少年如何概念化社区能源共享。使用参与式设计,我们在两所中学举办了研讨会,涉及基于场景的设计、人物发展和围绕太阳能共享场景的低保真原型。学生们设计了生态反馈应用程序,其特点是基于社会环境、谈判工具和社区概况的优先系统,强调社会关系而不是个人优化。我们的研究结果揭示了青少年的能源公民观点,通过优先考虑护理、社会正义和相互依存而不是效率指标,挑战了以成人为中心的方法。学生们展示了对能源公正的深刻理解,设计了透明的民主能源分配程序,并将技术视为社区沟通的中介,而不是算法权威。这项工作为可持续发展背景下的青年参与式设计提供了方法论方法,并展示了吸引年轻人如何揭示能源转型的替代愿景。
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引用次数: 0
Increasing the impact of child-computer interaction research: The Translational Research Engagement Framework (TREF) 增加儿童-电脑互动研究的影响:转化研究参与框架(TREF)
Q1 Social Sciences Pub Date : 2025-12-05 DOI: 10.1016/j.ijcci.2025.100798
Andrew Manches , Minna Nygren , Sara Price
A core goal of Child-Computer Interaction (CCI) researchers is to improve the lives of children by translating research into practice. Yet, despite efforts to enhance translation, evidence of success remains limited. This paper addresses calls for strategic efforts to improve research-practice translation in the field by presenting the Translational Research Engagement Framework. The framework draws on existing work regarding research-practice partnerships to propose three levels of translational engagement, ranging in depth and scale of impact: Collaborator (practice partners involved in the research), Pre-Motivated Audiences (non-academics with vested interest in engaging with academic events such as workshops and conferences), and Vehicles of Communication (outputs with intrinsic value to practitioners that can be scaled beyond projects). The framework is illustrated by the translational activities, challenges and implications of a five-year international researcher-practitioner partnership project exploring the role of embodied learning in informal science learning contexts. The paper concludes with discussion of some tensions to be navigated in efforts to translate CCI research to practice, and how the framework offers a tool to plan translational activities before, during and importantly, after projects, to scale benefits to more children.
儿童-计算机交互(CCI)研究人员的核心目标是通过将研究成果转化为实践来改善儿童的生活。然而,尽管努力加强翻译,成功的证据仍然有限。本文通过提出翻译研究参与框架,提出了在该领域改进研究实践翻译的战略努力的呼吁。该框架借鉴了有关研究-实践伙伴关系的现有工作,根据影响的深度和规模提出了三个层次的翻译参与:合作者(参与研究的实践伙伴),预激励受众(参与研讨会和会议等学术活动的既得利益的非学者),以及沟通工具(对从业者具有内在价值的产出,可以扩展到项目之外)。该框架通过一个为期五年的国际研究人员-实践者合作项目的转化活动、挑战和影响来说明,该项目探索了体现学习在非正式科学学习环境中的作用。本文最后讨论了在将CCI研究转化为实践的过程中需要解决的一些紧张关系,以及该框架如何提供一种工具来规划项目之前、期间和重要的项目之后的转化活动,从而使更多的儿童受益。
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引用次数: 0
Engaging the next generation of Child–Computer Interaction researchers: Teaching CCI 参与下一代儿童-计算机交互研究:教学CCI
Q1 Social Sciences Pub Date : 2025-12-01 DOI: 10.1016/j.ijcci.2025.100772
Eva Eriksson , Ole Sejer Iversen , Marie-Monique Schaper , Gökçe Elif Baykal , Greg Walsh , Juan Pablo Hourcade , Janet Read
Child–computer Interaction (CCI) is an established research field with its own conference and journal for disseminating results and community engagement. However, there are voices calling for the field to mature (e.g. Torgersson, Bekker, Barendregt, Eriksson, and Frauenberger (2019)). One way to address that is to discuss the ever evolving CCI curriculum in order to discover what efforts are made for engaging a new generation of researchers in the field. This special issue seeks to gather informative and inspirational perspectives on teaching CCI in order to engage the next generation of researchers in the field. Our hope is that this special issue will not only serve as knowledge sharing within the community, but also inspire more people to start teaching CCI and thereby open up for engaging the next generation of researchers.
儿童计算机交互(CCI)是一个成熟的研究领域,有自己的会议和期刊来传播结果和社区参与。然而,也有声音呼吁该领域走向成熟(例如Torgersson, Bekker, Barendregt, Eriksson和Frauenberger(2019))。解决这个问题的一种方法是讨论不断发展的CCI课程,以便发现为吸引新一代研究人员在该领域所做的努力。这期特刊旨在收集有关CCI教学的信息和鼓舞人心的观点,以吸引该领域的下一代研究人员。我们希望这期特刊不仅可以作为社区内的知识分享,还可以激励更多的人开始教授CCI,从而为下一代研究人员的参与开辟道路。
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引用次数: 0
Corrigendum to “Designing for Teen Mental Health: An exploration of the co-design of virtual reality in the public library setting” [International Journal of Child-Computer Interaction 42 (2024) 1–12 100693] “青少年心理健康设计:公共图书馆设置虚拟现实协同设计的探索”的勘误表[International Journal of Child-Computer Interaction 42 (2024) 1-12 100693]
Q1 Social Sciences Pub Date : 2025-12-01 DOI: 10.1016/j.ijcci.2025.100784
Elin A. Björling , Kung Jin Lee , Jin Ha Lee , Ruican Zhong , Sean Roth , Juan Rubio
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引用次数: 0
Facial expression recognition and the perceived emotions of three-to-five-year-old children while playing with apps 三到五岁儿童在玩应用程序时的面部表情识别和感知情绪
Q1 Social Sciences Pub Date : 2025-11-13 DOI: 10.1016/j.ijcci.2025.100790
Lucrezia Crescenzi-Lanna , Cristina Palmero , Sergio Escalera , Eloi Puertas
Despite the extensive literature on emotional expression recognition, few studies have focused on children. Current research has only reliably linked six prototypical emotions to specific combinations of ‘action units’ (AUs). The objective of this study is to assess whether thirteen emotional expressions automatically detected in three-to-five-year-old pupils during play correlated with an observer's perception of those emotions in context. We conducted a literature review of the expressions associated with AU combinations, extending beyond the basic emotions. Using a dataset of videos of spontaneous play by young children, we then conducted an exploratory study to test these sequences. The study provides a guide for the future analysis of automatic emotional facial expression recognition, a tool that could be groundbreaking for studying emotional behavior in children. However, this AI-based solution still contains certain biases, making it essential to enrich machine-learning results with human observations to ensure acceptable data quality. Since human behavior is context-related, only humans can interpret the activity in context, while machines are uniquely suited for a frame-level coding. Mutual learning between humans and machines can generate a co-evolutionary process, leading to progress in multidisciplinary research with children.
尽管有大量关于情绪表达识别的文献,但很少有针对儿童的研究。目前的研究只可靠地将六种原型情绪与特定的“行动单元”(au)组合联系起来。本研究的目的是评估三到五岁的学生在游戏中自动检测到的13种情绪表达是否与观察者对这些情绪的感知相关。我们对与AU组合相关的表达进行了文献回顾,延伸到基本情绪之外。利用幼儿自发玩耍的视频数据集,我们进行了一项探索性研究来测试这些序列。这项研究为未来自动情绪面部表情识别的分析提供了指导,这一工具可能是研究儿童情绪行为的开创性工具。然而,这种基于人工智能的解决方案仍然包含某些偏差,因此必须通过人类观察来丰富机器学习结果,以确保可接受的数据质量。由于人类行为是与上下文相关的,所以只有人类才能在上下文中解释活动,而机器只适合于帧级编码。人类和机器之间的相互学习可以产生共同进化的过程,从而导致儿童多学科研究的进展。
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引用次数: 0
Young students’ enactment patterns in visual programming – 'plan-driven' or 'in-the-moment' 青年学生在视觉编程中的行为模式——“计划驱动”或“即时”
Q1 Social Sciences Pub Date : 2025-11-08 DOI: 10.1016/j.ijcci.2025.100789
Anna Sjödahl , Andreas Eckert
Visual programming has become a popular way to provide young students with the opportunity to engage in complex problem-solving, often referred to as computational thinking. Most frameworks for computational thinking are comprehensive yet lack a fine-grained perspective on young students' engagement in programming. Therefore, this paper aims to unpack young students’ enacted problem-solving as they engage in open-ended programming in a visual programming environment (VPE). Through the lens of abstracting and decomposing, we contribute with a close-up understanding of how young students tackle complex problems in a VPE. Data generated in a Swedish first-grade classroom consisted of screen recordings and plans from 13 student pairs, working during four lessons to produce animated stories in ScratchJr. Through the analysis, six enactment patterns were constructed, showing that students as young as seven to eight years old can solve problems involving multiple components, arranging them into cohesive solutions. There were major differences in the problem-solving process involving whether or not the students followed their plans, captured in plan-driven and in-the-moment enactment patterns. Plan-driven enactment patterns elicited shifts within abstracting and decomposing practices, which we consider essential for programming since such enactment patterns more often elicit complex problem-solving. The results suggest that young students should be encouraged to use plans extensively when working in a VPE.
可视化编程已经成为一种流行的方式,为年轻学生提供参与复杂问题解决的机会,通常被称为计算思维。大多数计算思维框架是全面的,但缺乏对年轻学生参与编程的细致视角。因此,本文旨在揭示年轻学生在可视化编程环境(VPE)中从事开放式编程时制定的问题解决方案。通过抽象和分解的镜头,我们对年轻学生如何在VPE中解决复杂问题做出了近距离的理解。在瑞典一年级的教室里产生的数据包括13对学生的屏幕录音和计划,他们在四节课上用ScratchJr制作动画故事。通过分析,构建了六种制定模式,表明7 - 8岁的学生就可以解决涉及多个组成部分的问题,并将它们排列成有凝聚力的解决方案。在解决问题的过程中,主要的差异包括学生是否遵循他们的计划,在计划驱动和即时制定模式中捕获。计划驱动的制定模式引发了抽象和分解实践中的转变,我们认为这对于编程是必不可少的,因为这样的制定模式更经常引发复杂的问题解决。结果表明,应鼓励年轻学生在VPE工作时广泛使用计划。
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引用次数: 0
Once upon an AI: Six scaffolds for child-AI interaction design, inspired by Disney 曾经的AI:儿童AI交互设计的六个脚手架,灵感来自迪士尼
Q1 Social Sciences Pub Date : 2025-11-07 DOI: 10.1016/j.ijcci.2025.100788
Nomisha Kurian
To build AI that children can intuitively understand and benefit from, designers need a design grammar that truly serves their developmental needs. This paper bridges Artificial Intelligence design for children - an emerging field still defining its best practices - and children's animation, a well-established field with decades of experience in engaging children through accessible and engaging storytelling. Pairing Piagetian developmental theory with design pattern extraction from 52 works of children's animation, the paper presents a “six scaffold” framework that integrates design insights transferable to child-centred AI design: (1) signals for visual animacy and clarity, (2) sound for musical and auditory scaffolding, (3) synchrony in audiovisual cues 4) sidekick-style personas (5) storyplay that supports symbolic play and imaginative exploration, and (6) structure in the form of predictable narratives. These strategies - long refined in children's animation - function as multimodal scaffolds for attention, understanding, and emotional attunement, supporting children's learning and emotional comfort. This structured design grammar is transferable to AI design. By reframing cinematic storytelling and child development theory as design logic for AI, the paper offers heuristics for crafting intuitive AI that aligns with children's cognitive stages and emotional needs. The work contributes to design theory by showing how sensory, affective and narrative techniques can inform developmentally-attuned AI design. Future directions include empirical testing, cultural adaptation, and participatory co-design.
为了构建儿童能够直观理解并从中受益的AI,设计师需要一种真正满足儿童发展需求的设计语法。本文将面向儿童的人工智能设计(一个仍在定义其最佳实践的新兴领域)与儿童动画(一个在通过易于理解和引人入胜的故事吸引儿童方面拥有数十年经验的成熟领域)联系起来。结合皮亚杰发展理论和从52部儿童动画作品中提取的设计模式,本文提出了一个“六脚手架”框架,该框架整合了可转移到以儿童为中心的人工智能设计的设计见解:(1)视觉动画和清晰度的信号;(2)音乐和听觉支架的声音;(3)视听线索的同步性;(4)伙伴式人物角色;(5)支持象征性游戏和想象力探索的故事玩法;(6)可预测叙事形式的结构。这些策略——长期以来在儿童动画中得到完善——作为多模态的支架,用于关注、理解和情感调节,支持儿童的学习和情感安慰。这种结构化的设计语法可以转移到AI设计中。通过将电影叙事和儿童发展理论重新构建为人工智能的设计逻辑,本文为制作符合儿童认知阶段和情感需求的直观人工智能提供了启发。这项工作通过展示感官、情感和叙事技巧如何为发展协调的AI设计提供信息,为设计理论做出了贡献。未来的发展方向包括实证检验、文化适应和参与式共同设计。
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引用次数: 0
期刊
International Journal of Child-Computer Interaction
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