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The role of children in the design of new technology
- Behaviour and Information Technology
, 2002
"... This paper suggests a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning. Each role, user, tester, informant, and design partner has been defined based upon a review of the literature ..."
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Cited by 184 (33 self)
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This paper suggests a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning. Each role, user, tester, informant, and design partner has been defined based upon a review of the literature and my lab’s own research experiences. This discussion does not suggest that any one role is appropriate for all research or development needs. Instead, by understanding this framework the reader may be able to make more informed decisions about the design processes they choose to use with children in creating new technologies. This paper will present for each role a historical overview, research and development methods, as well as the strengths, challenges, and unique contributions associated with children in the design process.
Jazz: An Extensible Zoomable User Interface Graphics Toolkit in Java
, 2000
"... In this paper we investigate the use of scene graphs as a general approach for implementing two-dimensional (2D) graphical applications, and in particular Zoomable User Interfaces (ZUIs). Scene graphs are typically found in three-dimensional (3D) graphics packages such as Sun's Java3D and SGI&a ..."
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Cited by 183 (39 self)
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In this paper we investigate the use of scene graphs as a general approach for implementing two-dimensional (2D) graphical applications, and in particular Zoomable User Interfaces (ZUIs). Scene graphs are typically found in three-dimensional (3D) graphics packages such as Sun's Java3D and SGI's OpenInventor. They have not been widely adopted by 2D graphical user interface toolkits. To explore the effectiveness of scene graph techniques, we have developed Jazz, a general-purpose 2D scene graph toolkit. Jazz is implemented in Java using Java2D, and runs on all platforms that support Java 2. This paper describes Jazz and the lessons we learned using Jazz for ZUIs. It also discusses how 2D scene graphs can be applied to other application areas. Keywords Zoomable User Interfaces (ZUIs), Animation, Graphics, User Interface Management Systems (UIMS), Pad++, Jazz. INTRODUCTION Today's Graphical User Interface (GUI) toolkits contain a wide range of built-in user interface objects (also kno...
A unifying reference framework for multi-target user interfaces
- INTERACTING WITH COMPUTERS
, 2003
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Socially Assistive Robotics
- Proceedings, IEEE International Conference on Rehabilitation Robotics (ICORR-05
, 2005
"... The recent trend toward developing a new generation of robots that are capable of moving and acting in human-centered environments, interacting with people, and participating in our daily lives has introduced the ..."
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Cited by 134 (48 self)
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The recent trend toward developing a new generation of robots that are capable of moving and acting in human-centered environments, interacting with people, and participating in our daily lives has introduced the
Dynamo: A Public Interactive Surface Supporting the Cooperative Sharing and Exchange of Media
, 2003
"... of media ..."
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Designing a Digital Library for Young Children: An Intergenerational Partnership
- In Proceedings of Joint Conference on Digital Libraries (JCDL 2001) ACM
, 2001
"... As more information resources become accessible using computers, our digital interfaces to those resources need to be appropriate for all people. However when it comes to digital libraries, the interfaces have typically been designed for older children or adults. Therefore, we have begun to develop ..."
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Cited by 69 (30 self)
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As more information resources become accessible using computers, our digital interfaces to those resources need to be appropriate for all people. However when it comes to digital libraries, the interfaces have typically been designed for older children or adults. Therefore, we have begun to develop a digital library interface developmentally appropriate for young children (ages 5-10 years old). Our prototype system we now call "QueryKids" offers a graphical interface for querying, browsing and reviewing search results. This paper describes our motivation for the research, the design partnership we established between children and adults, our design process, the technology outcomes of our current work, and the lessons we have learned. Keywords Children, digital libraries, information retrieval design techniques, education applications, participatory design, cooperative inquiry, intergenerational design team, zoomable user interfaces (ZUIs). THE NEED FOR RESEARCH A growing body of k...
Multiple mice for retention tasks in disadvantaged schools
- In Proc. CHI 2007, ACM
"... This study evaluates single-mouse and multiple-mouse configurations for computer-aided learning in schools where access to computers is limited due to resource constraints. Multimouse, a single display groupware solution, developed to allow multiple mice to be used simultaneously on a single PC, is ..."
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Cited by 44 (3 self)
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This study evaluates single-mouse and multiple-mouse configurations for computer-aided learning in schools where access to computers is limited due to resource constraints. Multimouse, a single display groupware solution, developed to allow multiple mice to be used simultaneously on a single PC, is compared with singleuser-single-mouse and multiple-user-single-mouse scenarios. Multimouse itself is trialed with two unique interaction designs – one where competitive interaction among students is encouraged, and another where more collaborative interaction is expected. Experiments were conducted with 238 schoolchildren from underprivileged households in rural India on an English vocabulary retention task. On the whole, Multimouse configurations (five users each) were found to be at par with single-user scenarios in terms of actual words learned by students. This suggests that the value of a PC can be inexpensively multiplied by employing a multi-input shared-use design. Gender effects were found, where boys show significant differences in learning depending on interaction modality, whereas girls learned at similar rates across configurations. In addition, a comparison of the two Multimouse modes – collaborative and competitive – showed the striking difference in learning outcomes and user behavior that is possible due to even slight variations in interaction designs for multiple-mice.
IMPROMPTU: A New Interaction Framework for Supporting Collaboration in Multiple Display Environments and Its Field Evaluation for Co-located Software Development
"... We present a new interaction framework for collaborating in multiple display environments (MDEs) and report results from a field study investigating its use in an authentic work setting. Our interaction framework, IMPROMPTU, allows users to share task information across displays via off-theshelf app ..."
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Cited by 40 (1 self)
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We present a new interaction framework for collaborating in multiple display environments (MDEs) and report results from a field study investigating its use in an authentic work setting. Our interaction framework, IMPROMPTU, allows users to share task information across displays via off-theshelf applications, to jointly interact with information for focused problem solving and to place information on shared displays for discussion and reflection. Our framework also includes a lightweight interface for performing these and related actions. A three week field study of our framework was conducted in the domain of face-to-face group software development. Results show that teams utilized almost every feature of the framework in support of a wide range of development-related activities. The framework was used most to facilitate opportunistic collaboration involving task information. Teams reported wanting to continue using the framework as they found value in it overall.
Classroom collaboration in the design of tangible interfaces for storytelling
- Proc. of CHI'01, ACM
, 2001
"... We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the reenactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produce ..."
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Cited by 34 (1 self)
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We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the reenactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and physical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.
Like Bees Around the Hive: A Comparative Study of a Mobile Augmented Reality Map
"... We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that aris ..."
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Cited by 33 (1 self)
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We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool. Author Keywords Augmented reality, mobile maps, mobile use, field studies.