201 results on '"child-computer interaction"'
Search Results
2. INTERFACE LAYOUT VERSUS EFFICIENCY OF INFORMATION ASSIMILATION IN THE LEARNING PROCESS.
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Zachwatowicz, Julia, Zioło, Oliwia, and Dzieńkowski, Mariusz
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INTERNET content ,WEBSITES ,ELEMENTARY schools - Abstract
Copyright of Informatics Control Measurement in Economy & Environment Protection / Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska is the property of Lublin University of Technology and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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3. Curiosity and Digital Stories: Exploring Preschoolers' Behaviors.
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Gkantia, Eleni and Dinas, Kostas D.
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PRESCHOOL children ,INTERACTIVE learning ,EARLY childhood education ,LANGUAGE acquisition ,DIGITAL technology - Abstract
Given curiosity's fundamental role in motivation and learning and considering the widespread use of digital stories as educational tools from the preschool age, we pursued measuring preschoolers' curiosity when interacting with digital stories. Using 129 toddlers and preschoolers as a sample, three groups (one for each class) were given different versions of the same digital story to listen to: interactive, non-interactive, and animated. Toddlers' verbal and nonverbal behaviors were utilized to quantify curiosity as a condition brought on by the app. The participants' verbal and nonverbal behaviors were recorded during the digital reading aloud. Every child's data was encoded at one-minute intervals to examine concurrent behavior, and the results were then compiled. The findings show that interactive presentation formats encourage more touching and language use but less noise production and that interaction and the creative use of hot spots in digital illustrations are key elements in piquing viewers' curiosity while contributing to the strengthening of the engagement to the activity and the cultivation of critical thinking, creativity, and imagination. [ABSTRACT FROM AUTHOR]
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- 2024
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4. INTERFACE LAYOUT VERSUS EFFICIENCY OF INFORMATION ASSIMILATION IN THE LEARNING PROCESS
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Julia Zachwatowicz, Oliwia Zioło, and Mariusz Dzieńkowski
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child-computer interaction ,memorability ,memorization efficiency ,interface layout ,website evaluation ,Environmental engineering ,TA170-171 ,Environmental sciences ,GE1-350 - Abstract
The purpose of this article is to study the impact of different ways of presenting educational content found on websites on the ability to assimilate information among elementary school students. To conduct the study, three websites with interface layouts different in terms of levels of complexity were prepared: a simple, a moderate and a complex one. Each site contained the same educational materials. Seventy-two students from elementary school grades IV-VI participated in the study. All the students were divided into 3 groups, each of which worked with one version of the website. At the first stage, students were tasked with familiarizing themselves with the content of the web pages within a given website. This was followed by a knowledge quiz, checking how much information the subjects had memorized. At the last stage, participants of the experiment completed a questionnaire collecting their opinions on their preferences regarding the form of presentation of educational content made available online. The obtained results and the conducted analysis show the interface with the moderate level of complexity, i.e. with a relatively simple layout and without an excessive number of elements, allows for the assimilation of the most information. The interface was also rated the highest by the participants of the study.
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- 2024
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5. Enabling children's genuine participation in digital design and fabrication: instructors' perspective.
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Norouzi, Behnaz, Sharma, Sumita, Kinnula, Marianne, Iivari, Netta, Ukkola, Minttu, Milara, Ivan Sanchez, Bulygin, Gleb, uusitalo, Jari, and Iwata, Megumi
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EMPIRICAL research , *DESIGN education , *UNDERGRADUATES , *COLLEGE students , *ARCHITECTURE - Abstract
Digital fabrication laboratories (Fab Labs) are accessible to the public, including children and families. However, a variety of technical skills, tools, and expertise are needed in these spaces, and Fab Lab staff—instructors working there—are in a key role in helping Fab Lab users. There is, however, a lack of research on how these instructors can inspire children's genuine participation in Fab Labs. We analyze the challenges faced by four instructors during two months of Fab Lab workshops with 7–12-year-old children. The children worked in child-only or child-parent groups on informal digital design and fabrication activities. Based on genuine participation principles derived from the literature, we designed our workshops, which included the creation of instructor guideline. At the end, we developed a post-workshop framework in which the instructors provided feedback about their performance and experiences. We provide recommendations to help instructors support children's genuine participation in digital design and fabrication. [ABSTRACT FROM AUTHOR]
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- 2024
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6. UX Design for Deaf Children: How is it Done Now? Should it Change?
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Polanco Jr., Alexis and Liu, Tsai Lu
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DEAF children ,USER experience ,HEARING impaired ,DESIGN education ,ADULTS ,CURRICULUM planning ,COCHLEAR implants - Abstract
The process by which user experiences (UX) for children are created is uncertain, especially for deaf and hard of hearing (DHH) children. This paper seeks to (I) describe the origins of UX and child–computer interaction and to describe what is being taught to designers today; (II) use the example of digital assessment to extract insights from practitioners about UX design for DHH children; and (III) describe opportunities for amending today's UX design curricula to foster more equitably designed products for children. Interviewing 13 practitioners revealed the following findings. (1) Allowing non-designer participants to self-identify their profession makes them more likely to discuss design concepts. (2) The challenge of working with children is more about legal/risk assessment than any gaps in design education. (3) Practitioners who design products for children follow similar processes to designers who design for adults; age-specific language is the main difference child and adult UX. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Incloodle-Classroom: Technology for Inclusive Joint Media Engagement in a Neurodiverse Kindergarten Classroom.
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Sobel, Kiley, Das, Maitraye, Behbakht, Sara, and Kientz, Julie A.
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SCHOLARSHIPS ,PARENT attitudes ,STUDENT engagement ,HUMAN-computer interaction ,CHILDREN with disabilities ,KINDERGARTEN children ,MOBILE learning ,DIGITAL storytelling ,CHILDREN with autism spectrum disorders - Published
- 2024
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8. Virtual CAT: A multi-interface educational platform for algorithmic thinking assessment
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Giorgia Adorni, Simone Piatti, and Volodymyr Karpenko
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Algorithmic thinking ,Educational assessment ,Multilingual learning tool ,Child-computer interaction ,Gesture-based interface ,Visual programming interface ,Computer software ,QA76.75-76.765 - Abstract
The virtual Cross Array Task (CAT) is an educational platform designed to evaluate algorithmic thinking (AT) skills among students within Swiss compulsory education. This tool introduces an adaptable multi-interface system, enabling users to interact via intuitive gesture-based commands or through a visual programming interface that uses drag-and-drop blocks, facilitating a versatile approach to constructing and understanding algorithms. The platform encompasses a comprehensive training module for skill acquisition and a validation module for assessment. The system offers real-time feedback to users during activities, adjusting dynamically based on their actions, providing insights into progress and areas for improvement, thereby facilitating learning and performance enhancement. With multilingual capabilities extended to English, German, French, and Italian, the virtual CAT is intricately crafted to meet the diverse needs of educational contexts across various regions. Preliminary application and evaluation through a small-scale study indicate the virtual CAT’s potential to offer scalable assessment and a robust platform for integrating AT into broader educational and research methodologies, setting the stage for its integration into academic research and daily pedagogical practice.
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- 2024
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9. Longitudinal Analysis and Quantitative Assessment of Child Development Through Mobile Interaction
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Juan Carlos Ruiz-Garcia, Ruben Tolosana, Ruben Vera-Rodriguez, Aythami Morales, Julian Fierrez, Javier Ortega-Garcia, and Jaime Herreros-Rodriguez
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Child-computer interaction ,ChildCIdb ,drawing test ,longitudinal analysis ,Q-Metric ,e-Health ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
This article provides a comprehensive overview of recent research in the area of Child-Computer Interaction (CCI). The main contributions of the present article are two-fold. First, we present a novel longitudinal CCI database named ChildCIdbLong, which comprises over 600 children aged 18 months to 8 years old, acquired continuously over 4 academic years (2019-2023). As a result, ChildCIdbLong comprises over 12K test acquisitions over a tablet device. Different tests are considered in ChildCIdbLong, requiring different touch and stylus gestures, enabling the evaluation of praxical and cognitive skills such as attentional, visuo-spatial, and executive, among others. In addition to the ChildCIdbLong database, we propose a novel quantitative metric called Test Quality (Q), designed to measure the motor and cognitive development of children through their interaction with a tablet device. In order to provide a better comprehension of the proposed Q metric, popular percentile-based growth representations are introduced for each test, providing a two-dimensional space to compare children’s development with respect to the typical age skills of the population. The results achieved in the present article highlight the potential of the novel ChildCIdbLong database in conjunction with the proposed Q metric to measure the motor and cognitive development of children as they grow up. The proposed framework could be very useful as an automatic tool to support child experts (e.g., paediatricians, educators, or neurologists) for early detection of potential physical/cognitive impairments during children’s development.
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- 2024
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10. Transmediation of the Illustrated Children’s Book «Goodnight Moon»: A Web-Based Traditional Animation
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Martins, Joana Rovira, Martins, Pedro, Boavida, Ana, Akan, Ozgur, Editorial Board Member, Bellavista, Paolo, Editorial Board Member, Cao, Jiannong, Editorial Board Member, Coulson, Geoffrey, Editorial Board Member, Dressler, Falko, Editorial Board Member, Ferrari, Domenico, Editorial Board Member, Gerla, Mario, Editorial Board Member, Kobayashi, Hisashi, Editorial Board Member, Palazzo, Sergio, Editorial Board Member, Sahni, Sartaj, Editorial Board Member, Shen, Xuemin, Editorial Board Member, Stan, Mircea, Editorial Board Member, Jia, Xiaohua, Editorial Board Member, Zomaya, Albert Y., Editorial Board Member, and Brooks, Anthony L., editor
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- 2023
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11. BeeLife: a mobile application to foster environmental awareness in classroom settings
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Adrian Stock, Oliver Stock, Julia Mönch, Markus Suren, Nadine Nicole Koch, Günter Daniel Rey, and Maria Wirzberger
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environmental awareness ,child-computer interaction ,multimedia instructions ,gamification ,mobile devices ,classroom education ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
IntroductionSignificant threats to our environment tremendously affect biodiversity and related gains. Particularly wild bees actively contribute by pollinating plants and trees. Their increasing extinction comes with devastating consequences for nutrition and stability of our ecosystem. However, most people lack awareness about those species and their living conditions, preventing them to take on responsibility.MethodsWe introduce an intervention consisting of a mobile app and related project workshops that foster responsibility already at an early stage in life. Drawing on principles from multimedia learning and child-centered design, six gamified levels and accompanying nature-based activities sensitize for the importance of wild bees and their role for a stable and diverse ecosystem. A pilot evaluation across three schools, involving 44 children aged between 9 and 12, included a pre-, post-, and delayed post-test to inspect app usability and learning gains.ResultsMost children perceived the app as intuitive, engaging, and visually appealing, and sustainably benefited from our intervention in terms of retention performance. Teacher interviews following the intervention support the fit with the envisioned target group and the classroom setting.DiscussionTaken together, the obtained evidence emphasizes the benefits of our intervention, even though our sample size was limited due to dropouts. Future extensions might include adaptive instructional design elements to increase observable learning gains.
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- 2024
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12. Children's social problem-solving skills in playing videogames and traditional games: A systematic review.
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Yılmaz, Eyüp and Griffiths, Mark D.
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PROBLEM solving ,INFORMATION & communication technologies ,ARTIFICIAL intelligence ,COVID-19 pandemic ,CLASSROOMS ,VIDEO games - Abstract
Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the game content and production purpose. Twelve databases were systematically searched. Four basic criteria were sought for studies to be included. A total of 35 studies meeting all the inclusion criteria were reviewed. The results showed that (i) experimental designs were the most utilized, and (ii) more studies using active control groups are needed to compare the effectiveness of the game playing. In non-traditional games research, half of the videogames used in the studies reviewed and classified, were primarily produced for educational purposes, followed by serious games (30%) and entertainment games (20%). These three types of videogames were effective in promoting children's SPS skills. Moreover, simulation games were the most preferred videogame genre utilized by the researchers. In studies using videogames, children's SPS skills did not differ significantly by gender, whereas in a study using traditional games (non-video games), male participants' problem-solving ability progressed significantly more than that of females. Almost all the studies concluded that playing both videogames and traditional games positively influenced children's SPS skills. However, only three studies utilizing traditional games were conducted during the two-decade period (2000–2019) and more studies are needed for comparable and generalizable results. [ABSTRACT FROM AUTHOR]
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- 2023
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13. Issues to Consider as a CCI and Learning Technology Researcher
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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14. Data Collection and Analysis in Learning Technology and CCI Research
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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15. Common Criteria, Pitfalls, and Practices in CCI and Learning Technology Research
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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16. Learning Technology and Child–Computer Interaction
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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17. Reporting CCI and Learning Technology Research
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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18. Common Types of Experimental Designs in CCI and Learning Technology Research
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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19. Introduction
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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20. Summary and Reflections for Learning Technology and CCI Research
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Giannakos, Michail, Spector, J. Michael, Series Editor, Bishop, M.J., Series Editor, Ifenthaler, Dirk, Series Editor, and Giannakos, Michail
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- 2022
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21. Alexa doesn't have that many feelings: Children's understanding of AI through interactions with smart speakers in their homes
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Valentina Andries and Judy Robertson
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And phrases: education ,Conversational assistants ,Smart speakers ,AI education ,Child-computer interaction ,Trust ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
As voice-based Conversational Assistants (CAs), including Alexa, Siri, Google Home, have become commonly embedded in households, many children now routinely interact with Artificial Intelligence (AI) systems. It is important to research children's experiences with consumer devices which use AI techniques because these shape their understanding of AI and its capabilities. We conducted a mixed-methods study (questionnaires and interviews) with primary-school children aged 6–11 in Scotland to establish children's understanding of how voice-based CAs work, how they perceive their cognitive abilities, agency and other human-like qualities, their awareness and trust of privacy aspects when using CAs and what they perceive as appropriate verbal interactions with CAs. Most children overestimated the CAs' intelligence and were uncertain about the systems' feelings or agency. They also lacked accurate understanding of data privacy and security aspects, and believed it was wrong to be rude to conversational assistants. Exploring children's current understanding of AI-supported technology has educational implications; such findings will enable educators to develop appropriate materials to address the pressing need for AI literacy.
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- 2023
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22. Tutorials for Children by Children: Design and Evaluation of a Children’s Tutorial Authoring Tool for Digital Art.
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Chowdhury, Ananta and Bunt, Andrea
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COMPUTER art ,WORKFLOW management ,DRAWING ,CREATIVE thinking ,COMPUTER software - Abstract
Digital art tools allow children to express their creativity and can help them develop important skills. There are numerous software tutorials available to help teach and inspire digital art enthusiasts, however, most are authored for and by adults. Given that children are increasingly contributing online digital content, in this paper, we investigate a tutorial authoring design concept where children can capture their drawings and information on their process, with the long-term objective of allowing children to share both their creativity and their workflows with other children. Through participatory design sessions, prototyping, and an evaluation, we explore children’s attitudes towards the creation of digital art tutorials, focusing on their perceived incentives to author such tutorials and how they feel about the concept of sharing their tutorials with other children. We also elicit reactions towards specific design elements. Our findings suggest important considerations for tools designed to motivate and support children’s creation of digital art tutorials. [ABSTRACT FROM AUTHOR]
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- 2022
23. Experimental Studies in Learning Technology and Child–Computer Interaction
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Giannakos, Michail
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Experimental studies ,Child-Computer Interaction ,Learning Technology ,User studies ,Methodological decisions ,CCI ,HCI ,bic Book Industry Communication::J Society & social sciences::JN Education ,bic Book Industry Communication::U Computing & information technology::UY Computer science::UYZ Human-computer interaction::UYZG User interface design & usability - Abstract
This book is about the ways in which experiments can be employed in the context of research on learning technologies and child–computer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary “artifacts” (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication.
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- 2022
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24. ChildCI framework: Analysis of motor and cognitive development in children-computer interaction for age detection.
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Ruiz-Garcia, Juan Carlos, Tolosana, Ruben, Vera-Rodriguez, Ruben, Fierrez, Julian, and Herreros-Rodriguez, Jaime
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COGNITIVE development , *MOTOR ability , *COGNITIVE analysis , *AGE groups , *AGE - Abstract
This article presents a comprehensive analysis of the different tests proposed in the recent ChildCI framework, 1 1 https://github.com/BiDAlab/ChildCIdb%5fv1. proving its potential for generating a better understanding of children's neuromotor and cognitive development along time, as well as their possible application in other research areas such as e-Health and e-Learning. In particular, we propose a set of over 100 global features related to motor and cognitive aspects of the children interaction with mobile devices, some of them collected and adapted from the literature. Furthermore, we analyse the robustness and discriminative power of the proposed feature set including experimental results for the task of children age group detection based on their motor and cognitive behaviours. Two different scenarios are considered in this study: (i) single-test scenario, and (ii) multiple-test scenario. Results over 93% accuracy are achieved using the publicly available ChildCIdb_v1 database (over 400 children from 18 months to 8 years old), proving the high correlation of children's age with the way they interact with mobile devices. • Proposal of over 100 global features related to motor and cognitive aspects. • Usage of the largest and most diverse public dataset on the topic (ChildCIdb_v1). • Results of over 93% accuracy for the children age group detection task. • It seems to be a relationship between children's age and mobile device interaction. [ABSTRACT FROM AUTHOR]
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- 2024
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25. Yayy! You Have a New Notification: Co-designing Multi-device Locative Media Experiences with Young People
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Fitton, Dan, Cheverst, Keith, Read, Janet C., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, and Kurosu, Masaaki, editor
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- 2020
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26. Child–display interaction: Lessons learned on touchless avatar-based large display interfaces.
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Rubegni, Elisa, Gentile, Vito, Malizia, Alessio, Sorce, Salvatore, and Kargas, Niko
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AVATARS (Virtual reality) , *AGE , *EDUCATIONAL technology , *UBIQUITOUS computing , *BLINDNESS - Abstract
During the last decade, touchless gestural interfaces have been widely studied as one of the most promising interaction paradigms in the context of pervasive displays. In particular, avatars and silhouettes have proved to be effective in making the touchless capacity of displays self-evident. In this paper, we focus on a child–display interaction approach to avatar-based touchless gestural interfaces. We believe that large displays offer an opportunity to stimulate children's experiences and engagement; for instance, learning about art is very engaging for children but can bring a number of challenges. Our study aims to contribute to the literature on both pervasive displays and child–computer interaction by reporting the results of a study involving 107 children aged 2 to 10 years. The main purposes of this study were to discover: (1) whether an avatar (movable or immovable) provides interactions that are intuitive for children and therefore help to overcome so-called "affordance blindness"; (2) whether an avatar-based touchless interface makes children's experiences engaging and enjoyable therefore improving recall of content provided through the interaction (learning about art). The study unveiled relevant outcomes in terms of affordance blindness and two-handed interactions. We provide evidence indicating that chronological age influences the style of child–avatar interaction. Finally, it is suggested that avatars could facilitate the development of new effective educational technologies for young children. [ABSTRACT FROM AUTHOR]
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- 2022
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27. How young children’s play is shaped through common iPad applications: a study of 2 and 4–5 year-olds
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Samuelsson, Robin, Price, Sara, Jewitt, Carey, Samuelsson, Robin, Price, Sara, and Jewitt, Carey
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Digital devices such as iPads are prevalent in children’s play from an early age. How this shapes young children’s play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2 and 4–5-year-olds, their play with iPads and non-digital artefacts. Three analytical approaches were used: an index built on a digital play framework (Bird, Jo, and Susan Edwards. 2015), a quantitative description of the index, and a qualitative interaction analysis of children’s play. Results show how play with iPads is characterised as less ludic than play with other artefacts, and diverges from the age-typical norms of play. We discuss what these results might mean for children’s play in contemporary early childhood settings and for children’s learning.
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- 2024
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28. ExTra CTI : Explainable and Transparent Child-Technology Interaction
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Yadollahi, Elmira, Ligthart, Mike E.U., Sharma, Kshitij, Rubegni, Elisa, Yadollahi, Elmira, Ligthart, Mike E.U., Sharma, Kshitij, and Rubegni, Elisa
- Abstract
When the technology encompasses some form of intelligence or agency in the form of robots, virtual agents or artificial intelligence, understanding the reasoning behind their actions and decisions becomes an integral part of the interaction. This challenge extends beyond mere interaction to ensure these technological entities engage with children in an understandable and transparent manner. Given the current emergence of research in explainability and transparency within human-robot interaction, a noticeable gap emerges when the target population shifts to children. Several challenges have contributed to this gap, including the more difficult job of considering children's unique cognitive and emotional needs or aligning the complexity of the technology and the developmental stages of young users. As we advance the field through generating more effective explanations or transparent behaviours in robots and agents, transitioning these advancements to more child-centric contexts demands a deeper understanding of how children perceive and comprehend technological behaviours. This workshop explores this gap and how we could tackle the critical role of developing technologies, e.g., robots, AI, and toys that are more transparent and express more explainable behaviours. We aim to initiate discussions on the importance of understanding children's perception of different technologies and approaches to generate and evaluate explainability features that are tailored for child users interacting with autonomous agents and robots. Simultaneously, we address the challenges inherent in this context, including potential biases in explainability and the risks associated with deception in child-technology interaction., Part of ISBN 9798400704420QC 20240719
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- 2024
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29. Using UX Design to Create Healthy Digital Technologies for Children : A study exploring children’s digital lives and how to accommodate them in video streaming service interfaces through a digital diet approach
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Gerhardsson, Sofia and Gerhardsson, Sofia
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Children’s use of digital technologies is rapidly increasing, with caregivers reporting that children spend more time on their devices than engaging in exercise, reading books, or socializing (Christofferson & Karlsson, 2023). The shift in children’s behavior has caregivers and organizations debating the risks and seeking ways to protect children. This study aims to promote a healthy lifestyle for children aged 7 to 11 through digital technologies by designing a proposal for a video streaming service interface, specifically Telia Play Kids. The study uses the digital diet approach by Orben (2022) and research on child-computer interaction to understand the technology’s impact on children. The research questions aim to identify which aspects of children’s digital lives need to be considered and to determine which design features need to be prioritized when designing a video streaming service interface. The study was conducted through a research through design process where the target group’s needs were investigated through interviews, findings were elaborated upon into concepts, and a prototype was designed. The findings indicated the importance of understanding which factors influence children’s digital lives, being aware of the consequences of the digital life, and which design improvements were needed to accommodate both children and caregivers. Design features prioritized in the final prototype included supporting visual perception, children’s cognition, language, and interests in addition to experiences focusing on the child’s well-being and caregiver’s needs. The study concludes that children’s digital lives are complex, highlighting the need to adapt video streaming services and other digital technologies through dialogue with children and caregivers but also through research on child-computer interaction.
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- 2024
30. Exploring Methods and Guidelines for Child-Computer Interaction Research with Refugee Children
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Tahir, Rabail, Inge Wang, Alf, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Pandu Rangan, C., Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, and Kurosu, Masaaki, editor
- Published
- 2019
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31. 'Who’s Texting?' – Playful Game Experiences for Learning to Cope with Online Risks
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Susi, Tarja, Torstensson, Niklas, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Pandu Rangan, C., Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, and Fang, Xiaowen, editor
- Published
- 2019
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32. Parent-Child Interaction in Children’s Learning How to Use a New Application
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Maehigashi, Akihiro, Niida, Sumaru, Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Pandu Rangan, C., Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Coy, Andre, editor, Hayashi, Yugo, editor, and Chang, Maiga, editor
- Published
- 2019
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33. Assessing the Usability of Urdu Learning Mobile Apps for Children
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Hussain, Noor, Hussain, Zahid, Ali, Baqar, Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Weikum, Gerhard, Series Editor, Zaphiris, Panayiotis, editor, and Ioannou, Andri, editor
- Published
- 2018
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34. Considerations and Methods for Usability Testing with Children
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Andersen, Malene Hjortboe, Khalid, Md. Saifuddin, Brooks, Eva Irene, Akan, Ozgur, Series editor, Bellavista, Paolo, Series editor, Cao, Jiannong, Series editor, Coulson, Geoffrey, Series editor, Dressler, Falko, Series editor, Ferrari, Domenico, Series editor, Gerla, Mario, Series editor, Kobayashi, Hisashi, Series editor, Palazzo, Sergio, Series editor, Sahni, Sartaj, Series editor, Shen, Xuemin Sherman, Series editor, Stan, Mircea, Series editor, Xiaohua, Jia, Series editor, Zomaya, Albert Y., Series editor, Brooks, Anthony L., editor, and Brooks, Eva, editor
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- 2017
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35. Measuring Usability of the Mobile Learning App for the Children
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Hussain, Zahid, Slany, Wolfgang, Rizvi, Wajid H., Riaz, Adeel, Ramzan, Umair, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Zaphiris, Panayiotis, editor, and Ioannou, Andri, editor
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- 2017
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36. A Biosymtic (Biosymbiotic Robotic) Approach to Human Development and Evolution
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Ferraz, Marta, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Gamberini, Luciano, editor, Spagnolli, Anna, editor, Jacucci, Giulio, editor, Blankertz, Benjamin, editor, and Freeman, Jonathan, editor
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- 2017
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37. An approach to designing and developing an LMS framework appropriate for young pupils.
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Kraleva, Radoslava, Sabani, Mehrudin, Kralev, Velin, and Kostadinova, Dafina
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SCHOOL children ,SOFTWARE architecture ,EDUCATIONAL technology ,APPLICATION software ,STUDENTS ,SOFTWARE engineering - Abstract
The new people generation Z can be viewed in terms of software engineering as specific users who have high requirements regarding the functions and interface of the software applications, connectivity to social networks and instant communication via the Internet. In recent years, the number of electronic learning systems increased, but students are still not motivated to learn. This requires developing new conceptual models of training and learning software, tailored to the skills and preferences of the end-users. The young students: from kindergartens to preschools and primary schools are special users who have not been studied exhaustively. To present the problem related to the development of learning and training software thoroughly, the most commonly used standards and current trends, as well as the advantages and disadvantages of LMS platforms have been reviewed. The commonly used software design and development technologies have been discussed. We proposed a strategy for developing a web-based e-learning management system according to the possibilities of young pupils as a specific user. We described a software architecture, based on SCORM's specification, and we developed an LMS prototype. The basic methodology used in the design and creation of the system we propose is user-centered design. [ABSTRACT FROM AUTHOR]
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- 2020
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38. Multi-party Language Interaction in a Fast-Paced Game Using Multi-keyword Spotting
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Lehman, Jill Fain, Wolfe, Nikolas, Pereira, André, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Traum, David, editor, Swartout, William, editor, Khooshabeh, Peter, editor, Kopp, Stefan, editor, Scherer, Stefan, editor, and Leuski, Anton, editor
- Published
- 2016
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39. Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museums
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Kim, Sooyoun and Kim, Sooyoun
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The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. Children could nonetheless learn by interacting with network technology applications in art museums since the use of digital technologies and mobile devices has become widespread to assist visitors’ learning in museums in general. Therefore, this thesis can relate to Child-Computer Interaction (CCI). This thesis addresses the problem that children often have isolated or separate experiences rather than enjoy regular art exhibitions with accompanying adults. This problem could be tackled by exploring how the child–technology interaction type combined with the child–adults/peers interaction could be considered to better engage children in viewing art exhibitions together with adults. The main research question is ‘what needs adult caregivers have for their preschool children's experience at art museums, that may be met by mobile educational apps?’. The main question can be divided into three parts: what are adult caregivers’ views about 1) their preschool children’s use of mobile devices and 2) educational apps and 3) their experience at art museums? By investigating the research question, this thesis aims to explore the possibility of a mobile activity/guide app that could facilitate combined experiences and collaborative learning for preschool children and their adult caregivers together at art museums. For this thesis, a survey is adopted as a research strategy and a web-based questionnaire as a data collection method to explore the views of parents with preschool children between three and five years old. Non-probability sampling was chosen, and the questionnaire invitation was distributed physically to preschools, in playgrounds
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- 2023
40. Adults, space, tasks, and equipment shaping children’s digital fabrication and making:a nexus-analytical inquiry
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Kinnula, M. (Marianne), Iivari, N. (Netta), Norouzi, B. (Behnaz), Kinnula, M. (Marianne), Iivari, N. (Netta), and Norouzi, B. (Behnaz)
- Abstract
In the realm of digital fabrication and making (DFM), scholars worldwide have recognized the importance of introducing children to this process. Fab Labs, accessible to the public, serve as ideal spaces for after-school DFM activities. However, the complexity of using these spaces, particularly when activities are unstructured or open-ended, poses challenges for novice learners. Understanding the factors that influence children's engagement in these DFM activities is essential. These influencing factors encompass the roles of adults, physical space, available equipment, and assigned tasks. First, adults play a pivotal role in shaping children's participation in DFM activities. The attitudes and approaches of adults, such as Fab Lab instructors, parents, and teachers, impact children's levels of involvement. Positive and supportive guidance from adults can inspire children to explore and take ownership of their projects, while negative or restrictive approaches may hinder children's willingness to experiment. Second, Fab Lab’s physical space has a profound impact on children's DFM experiences. An inviting environment fosters curiosity, collaboration, and discovery, while an unwelcoming setting can discourage engagement and limit hands-on learning opportunities. Third, the availability and quality of equipment within a Fab Lab are critical in shaping children's DFM. The range of technologies accessible to children determines the complexity and types of projects they can undertake. User-friendly equipment enables children to effectively navigate tools and realize their ideas. Finally, tasks assigned to children in a Fab Lab significantly influence their engagement. Open-ended and self-directed exploration encourages independent thinking, problem-solving, creativity, and critical thinking. Conversely, overly structured tasks may restrict children's agency and hinder free exploration. This thesis employs various qualitative methods to provide a deeper understand, Tiivistelmä Digitaalisen valmistuksen ja tekemisen (DFM=digital fabrication and making) maailmassa tutkijat ympäri maailmaa ovat tunnistaneet lasten perehdyttämisen tähän prosessiin tärkeäksi. Fab Labit, jotka ovat avoimia yleisölle, toimivat ihanteellisina paikkoina koulun jälkeiselle DFM-toiminnalle. Aloitteleville oppijoille näiden tilojen käyttö voi kuitenkin näyttäytyä monimutkaisena ja haasteellisena, erityisesti kun toiminta on rakenteetonta tai avointa. On olennaisen tärkeää ymmärtää, kuinka erilaiset tekijät vaikuttavat lasten DFM-toimintoihin osallistumiseen. Tällaisia tekijöitä ovat mm. aikuisten rooli, fyysinen tila, käytettävissä olevat laitteet ja annetut tehtävät. Aikuisilla on ensinnäkin ratkaiseva rooli lasten DFM-toimintoihin osallistumisen muovaajana. Aikuisten, kuten Fab Lab -ohjaajien, vanhempien ja opettajien, asenteet ja lähestymistavat vaikuttavat lasten osallistumistasoon. Positiivinen ja tukeva ohjaus aikuisilta voi innostaa lapsia tutkimaan ilmiöitä ja omistautumaan omille projekteilleen, kun taas kielteiset tai rajoittavat lähestymistavat voivat estää lasten halua kokeilla. Toiseksi Fab Labin fyysinen tila vaikuttaa huomattavasti lasten DFM-kokemuksiin. Kutsuva ympäristö edistää uteliaisuutta, yhteistyötä ja tutkimista, kun taas epämiellyttävä ympäristö voi heikentää osallistumista ja rajoittaa käytännön oppimismahdollisuuksia. Kolmanneksi Fab Labin laitteiden saatavuus ja laatu ovat ratkaisevia tekijöitä lasten DFM:n muokkautumisessa. Lasten käytettävissä olevat tekniikat määrittävät projektien monimutkaisuuden ja sen, millaisia projekteja he voivat toteuttaa. Käyttäjäystävälliset laitteet tarjoavat lapsille mahdollisuuden työskennellä tehokkaasti työkalujen parissa ja toteuttaa ideoitaan. Fab Labissa lapsille annetut tehtävät vaikuttavat myös merkittävästi heidän osallistumiseensa. Toisaalta avoimet ja itseohjautuvat tehtävät kannustavat itsenäiseen ajatteluun, ongelmanratkaisuun, luovuuteen ja kriittiseen ajatteluun. Toisaalta liian st
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- 2023
41. Enabling children’s genuine participation in digital design and fabrication:instructors’ perspective
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Norouzi, B. (Behnaz), Sharma, S. (Sumita), Kinnula, M. (Marianne), Iivari, N. (Netta), Ukkola, M. (Minttu), Sanchez Milara, I. (Ivan), Bulygin, G. (Gleb), Uusitalo, J. (Jari), Iwata, M. (Megumi), Norouzi, B. (Behnaz), Sharma, S. (Sumita), Kinnula, M. (Marianne), Iivari, N. (Netta), Ukkola, M. (Minttu), Sanchez Milara, I. (Ivan), Bulygin, G. (Gleb), Uusitalo, J. (Jari), and Iwata, M. (Megumi)
- Abstract
Digital fabrication laboratories (Fab Labs) are accessible to the public, including children and families. However, a variety of technical skills, tools, and expertise are needed in these spaces, and Fab Lab staff—instructors working there—are in a key role in helping Fab Lab users. There is, however, a lack of research on how these instructors can inspire children’s genuine participation in Fab Labs. We analyze the challenges faced by four instructors during two months of Fab Lab workshops with 7–12-year-old children. The children worked in child-only or child-parent groups on informal digital design and fabrication activities. Based on genuine participation principles derived from the literature, we designed our workshops, which included the creation of instructor guideline. At the end, we developed a post-workshop framework in which the instructors provided feedback about their performance and experiences. We provide recommendations to help instructors support children’s genuine participation in digital design and fabrication.
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- 2023
42. Evaluation of Child–Computer Interaction Using Fitts’ Law: A Comparison between a Standard Computer Mouse and a Head Mouse
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Cristina Sanchez, Vanina Costa, Rodrigo Garcia-Carmona, Eloy Urendes, Javier Tejedor, and Rafael Raya
- Subjects
child–computer interaction ,augmentative and alternative communication ,Fitts’ law ,throughput ,human motor performance ,psychomotor development ,Chemical technology ,TP1-1185 - Abstract
This study evaluates and compares the suitability for child–computer interaction (CCI, the branch within human–computer interaction focused on interactive computer systems for children) of two devices: a standard computer mouse and the ENLAZA interface, a head mouse that measures the user’s head posture using an inertial sensor. A multidirectional pointing task was used to assess the motor performance and the users’ ability to learn such a task. The evaluation was based on the interpretation of the metrics derived from Fitts’ law. Ten children aged between 6 and 8 participated in this study. Participants performed a series of pre- and post-training tests for both input devices. After the experiments, data were analyzed and statistically compared. The results show that Fitts’ law can be used to detect changes in the learning process and assess the level of psychomotor development (by comparing the performance of adults and children). In addition, meaningful differences between the fine motor control (hand) and the gross motor control (head) were found by comparing the results of the interaction using the two devices. These findings suggest that Fitts’ law metrics offer a reliable and objective way of measuring the progress of physical training or therapy.
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- 2021
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43. Examining the User Experience (UX) of Children’s Interaction with Arabic Interfaces in Educational Learning Contexts
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Alrashed, Wea’am A., Alhussayen, Asma A., and Stephanidis, Constantine, editor
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- 2015
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44. More Playful User Interfaces: An Introduction
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Nijholt, Anton, Duh, Henry Been-Lirn, Editor-in-chief, and Nijholt, Anton, Series editor
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- 2015
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45. BiCo: a bipolar continuous rating scale for children's technology evaluation.
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Schmitt, Lara Johanna, Rick, Jochen, and Weinberger, Armin
- Subjects
CHILDHOOD attitudes ,QUESTIONNAIRES ,DATA analysis ,EDUCATION ,CEILINGS - Abstract
One challenge of child–computer interaction research is surveying variation of children's attitudes towards novel educational technology, which often results in an opinion ceiling effect. In this article, the authors introduce BiCo – a bipolar continuous rating scale which builds on children's ability to draw relative comparisons. They elaborate on the development of BiCo and on how they designed it to better survey children's attitudes. Beyond addressing the opinion ceiling effect, BiCo is suitable for surveying a wide range of concepts and its invertible design enables simulation of inverted items. The authors provide data comparing BiCo with the widely used Smileyometer instrument when used by fourth-graders (around 10 years old), demonstrating that BiCo mitigates the opinion ceiling effect. They discuss BiCo as a new tool for children's technology evaluation and provide directions for future research. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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46. Collaborative Design Thinking (CoDeT): A co-design approach for high child-to-adult ratios.
- Author
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Van Mechelen, Maarten, Laenen, Ann, Zaman, Bieke, Willems, Bert, and Abeele, Vero Vanden
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- *
DESIGN thinking , *MAKERSPACES , *INTERDEPENDENCE theory , *SOCIAL theory , *PARTICIPATORY design - Abstract
• This paper presents the CoDeT (Collaborative design thinking) approach, developed for co-design settings characterized by a high child-to-adult ratio (ca. 1 adult for 15 to 20 children) such as schools, libraries and maker spaces. • Children often lack a basic understanding of the design process and skills to collaborate productively with peers; CoDeT addresses these challenges by scaffolding collaboration and design thinking. • To scaffold collaboration and design thinking, CoDeT relies on a framework that integrates social interdependence theory and design Thinking; this framework was validated in a case study with 49 children between 9 and 10 years old in two schools. This paper presents the Collaborative Design Thinking (CoDeT) co-design approach, its theoretical framework, and its application in a case study with 49 children aged 9 to 10 in two schools. CoDeT aims to scaffold children's collaboration and design thinking in co-design settings characterised by a high child-to-adult ratio (ca. 1 adult for 15 to 20 children), such as schools, museums and maker spaces. In these settings, children have to work relatively independent from adults who become guides on the side. This can be challenging due to children's limited understanding of the design process and their lack of skills to collaborate productively towards a shared design goal. CoDeT addresses these challenges by integrating principles of Social Interdependence Theory (SIT) and Design Thinking (DT), which together form the theoretical backbone of the approach. CoDeT was first applied in a case study and yielded promising results in terms of children's collaboration and design thinking skills, yet possible improvements were found. The insights of this case study informed the revised version of CoDeT presented at the end of this article, in a what-why-how structure, allowing researchers and practitioners to apply the co-design approach in a wide variety of contexts characterised by high child-to-adult ratios. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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47. Physical dimensions of children's touchscreen interactions: Lessons from five years of study on the MTAGIC project.
- Author
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Anthony, Lisa
- Subjects
- *
TOUCH screens , *DIMENSIONS , *CHILDREN , *OPEN-ended questions - Abstract
• Five years of study examining children's touchscreen interactions compared to adults'. • Data has been collected from over 180 people (60 adults, 120 children). • Results focus on findings that are robust to screen size and touchscreen platform. • The set of cumulative design recommendations captures in one place an easy reference for future design. • Open questions in the design of touch-based interactions for children on future platforms. Touchscreen interaction is nearly ubiquitous in today's computing environments. Children have always been a special population of users for new interaction technology: significantly different from adults in their needs, expectations, and abilities, but rarely tailored to in new contexts and on new platforms. Studies of children's touchscreen interaction have been conducted that focus on individual variables that may affect the interaction, but as yet no synthesis of studies replicating similar methodologies in different contexts has been presented. This paper reports the results across five years of focused study in one project aiming to characterize the differences between children's and adults' physical touchscreen interaction behaviors. Six studies were conducted with over 180 people (116 children) to understand how children touch targets and make onscreen gestures. A set of design recommendations that summarizes the findings across the six studies is presented for reference. This paper makes the entire set available for reference in one place and highlights where the findings are generalizable across platforms. These recommendations can inform the design of future touchscreen interfaces for children based on their physical capabilities. Also, this paper outlines the future challenges and open questions that remain for understanding child-computer interaction on touchscreens. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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48. Usability Testing and Feedback Collection in a School Context: Case Poetry Machine.
- Author
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Kantosalo, Anna and Riihiaho, Sirpa
- Abstract
Evaluation methods emphasizing children's natural interaction help in getting feedback from children for product development. This paper presents a case study with 9- to 10-year-old children in a school context. The evaluated system was an artificial intelligence–based poetry writing system, and the methods used were peer tutoring with paired interviews and group testing with a new Feedback Game. The evaluation criteria included the number of usability problems, usefulness, and fun. The applicability of the methods is discussed along with the resources required. Peer tutoring revealed numerous problems, whereas group testing and the Feedback Game were quick to conduct and analyze. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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49. Quantifying co-creative writing experiences.
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Kantosalo, Anna and Riihiaho, Sirpa
- Subjects
- *
ARTIFICIAL intelligence , *HUMAN-computer interaction ,WRITING - Abstract
Collaboration with artificial intelligence (AI) is a growing trend even in the field of creativity. This paper examines which quantitative metrics can be used to comparatively analyse human-computer co-creativity with children. To study this question, 24 schoolchildren of age 10-11 wrote a poem with three co-creative poetry writing processes: a human-computer, a human-human, and a human-human-computer process. The computational participant in the processes was an AI-based application called the Poetry Machine. The children were asked to evaluate their user experience with a 5-point Likert-type questionnaire after each writing process and a comparative questionnaire after finishing all processes. The metrics used in the evaluation were immediate fun, long-term enjoyment, creativity, self-expression, outcome satisfaction, ease of starting and finishing writing, quality of ideas and support from others, and ownership. Significant differences were found in fun, long-term enjoyment, quality of ideas, support, and ownership. The high number of statistically relevant results was enabled by exposing all participants to all writing processes, and the comparative questionnaire. The human-human-computer process was evaluated the best in long-term enjoyment and the human-computer process the weakest in support and idea quality. Creativity and ease of finishing writing turned out to be outlining metrics for the co-creative processes. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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50. Experience evaluations for human--computer co-creative processes -- planning and conducting an evaluation in practice.
- Author
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Kantosalo, Anna and Riihiaho, Sirpa
- Subjects
- *
SOFTWARE measurement , *COMPUTERS - Abstract
In human--computer co-creativity, humans and creative computational algorithms create together. Too often, only the creative algorithms and their outcomes are evaluated when studying these co-creative processes, leaving the human participants to little attention. This paper presents a case study emphasising the human experiences when evaluating the use of a co-creative poetry writing system called the Poetry Machine. The co-creative process was evaluated using seven metrics: Fun, Enjoyment, Expressiveness, Outcome satisfaction, Collaboration, Ease of writing, and Ownership. The metrics were studied in a comparative setting using three co-creation processes: a human--computer, a human--human, and a human--human--computer co-creation process. Twelve pupils of age 10-11 attended the studies in six pairs trying out all the alternative writing processes. The study methods included observation in paired-user testing, questionnaires, and interview. The observations were complemented with analyses of the video recordings of the evaluation sessions. According to statistical analyses, Collaboration was the strongest in human--human--computer co-creation, and weakest in human--computer co-creation. Ownership was just the opposite: weakest in human--human--computer co-creation, and strongest in human--computer co-creation. Other metrics did not produce statistically significant results. In addition to the results, this paper presents the lessons learned in the evaluations with children using the selected methods. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
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