When designing with young children, designers usually select user centred design methods based on the children's required level of engagement and the inspiration expected to be created according to the designer. User centred design... more
When designing with young children, designers usually select user centred design methods based on the children's required level of engagement and the inspiration expected to be created according to the designer. User centred design methods should be selected for their suitability for children and for the quality of the output of the design method. To understand the suitability of design methods, a framework was developed to describe design methods in terms of required design skills as identified by the Theory of Multiple Intelligences. The proposed framework could provide the basis for a tool to compare design methods and to generate hypotheses about what design method would work optimally with children in a specific school grade. The initial examination of the viability of the framework is a comparison of design methods by the number of skills involved; earlier work showed that the involvement of more skills (as with, e.g. low-fi prototyping) could result in more options for a design problem than the involvement of fewer skills (as with e.g. brainstorming). Options and Criteria were counted to understand the quality of the method in terms of the amount of design-information. The results of the current paper indicate that 8-to-10-year-old children generate significantly more options in prototyping sessions than when they are involved in sessions applying a Nominal Group Technique. The paper indicates that (a) with the framework we can generate hypotheses to compare design methods with children and (b) that the outcome of various design methods, which might lead to very different representations, can be compared in terms of Options and Criteria. Further usage of the framework is expected to result in empirical support for selecting a design method to be applied with young children.
- by Tilde Bekker and +3
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The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined... more
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education.
- by Tilde Bekker and +2
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Augmented tabletops can be used to create multi-modal and collaborative environments in which natural interactions with tangible objects that represent virtual (digital) information can be performed. Such environments are considered... more
Augmented tabletops can be used to create multi-modal and collaborative environments in which natural interactions with tangible objects that represent virtual (digital) information can be performed. Such environments are considered potentially interesting for many different applications. In this paper, we address the question of whether or not it makes sense to use such environments to design learning experiences for young children. More specifically, we present the "Read-It" application that we have created to illustrate how augmented tabletops can support the development of reading skills. Children of five-to-seven-years old were actively involved in designing and testing this application. A pilot experiment was conducted with a prototype of the Read-It application, in order to confirm that it does indeed meet the a priori expectations. We hope that the Read-It application will inspire the development of more tabletop applications that are targeted at specific user groups and activities.
Early design methods with children are often evaluated on how well the children are involved, rather than on how effective the design session was. In my PhD I developed a framework on the basis of the theory of multiples by H. Gardner.... more
Early design methods with children are often evaluated on how well the children are involved, rather than on how effective the design session was. In my PhD I developed a framework on the basis of the theory of multiples by H. Gardner. The framework compares early design methods on the cognitive skills they require from the participants. Comparing the skills required by the methods with the skills acquired by children at different ages gives rise to interesting hypothesis about the effectiveness of a method with children. My first experiment showed that involving children in a rapid prototyping explores the design space better in terms of design options than a brainstorming session. In the doctoral consortium I will discuss the expected effectiveness of design methods with children in more detail and the setup of the next experiments.
This paper describes a study which compares the outcome of two early design methods for children: brainstorming and prototyping. The hypothesis is that children will uncover more design ideas when prototyping than when brainstorming,... more
This paper describes a study which compares the outcome of two early design methods for children: brainstorming and prototyping. The hypothesis is that children will uncover more design ideas when prototyping than when brainstorming, because prototyping requires the use of a wider range of Intelligences according to Gardner's Theory of Multiple Intelligences. The protocols were coded using Design Rationale Theory: distinguishing between Options (design solutions) and evaluation Criteria. The results show that as expected children provided more Options in sessions that appeal to a wider range of intelligences. However, unexpectedly children provided more Criteria in the session that appealed mostly to one intelligence.
This paper describes a study in which the outcome of early design sessions with eight-to-twelve-year old children is assessed through expert judgment. Experts compare the outcomes of two early design methods: brainstorming and... more
This paper describes a study in which the outcome of early design sessions with eight-to-twelve-year old children is assessed through expert judgment. Experts compare the outcomes of two early design methods: brainstorming and prototyping. The design case was to come up with a solution for incapacitated children that need to attend class from home. The hypothesis is that children will generate more creative design solutions when prototyping than when brainstorming, because we reason that prototyping requires a wider range of intelligences according to Gardner's Theory of Multiple Intelligences. The outcome of the sessions is assessed on creativity and five explanatory criteria. The results show that a brainstorming method generates design solutions that are more creative. However, both methods produce creative design solutions; the brainstorming sessions generate more surprising and novel design solutions, the prototyping results are considered more relevant and workable.
When designing with young children, designers usually select user centred design methods based on the childrens required level of engagement and the inspiration expected to be created according to the designer. User centred design methods... more
When designing with young children, designers usually select user centred design methods based on the childrens required level of engagement and the inspiration expected to be created according to the designer. User centred design methods should be selected for their suitability for children and for the quality of the output of the design method. To understand the suitability of design methods, a framework was developed to describe design methods in terms of required design skills as identified by the Theory of Multiple Intelligences. The proposed framework could provide the basis for a tool to compare design methods and to generate hypotheses about what design method would work optimally with children in a specific school grade. The initial examination of the viability of the framework is a comparison of design methods by the number of skills involved; earlier work showed that the involvement of more skills (as with, e.g. low-fi prototyping) could result in more options for a design problem than the involvement of fewer skills (as with e.g. brainstorming). Options and Criteria were counted to understand the quality of the method in terms of the amount of design-information. The results of the current paper indicate that 8-to-10-year-old children generate significantly more options in prototyping sessions than when they are involved in sessions applying a Nominal Group Technique. The paper indicates that (a) with the framework we can generate hypotheses to compare design methods with children and (b) that the outcome of various design methods, which might lead to very different representations, can be compared in terms of Options and Criteria. Further usage of the framework is expected to result in empirical support for selecting a design method to be applied with young children.
Multi-modal tabletop applications offer excellent opportunities for enriching the education of young children. Read-It is an example of an interactive game with a multi-modal tangible interface that was designed to combine the advantages... more
Multi-modal tabletop applications offer excellent opportunities for enriching the education of young children. Read-It is an example of an interactive game with a multi-modal tangible interface that was designed to combine the advantages of current physical games and computer exercises. It is a novel approach for supporting children who learn to read. The first experimental evaluation has demonstrated that the Read-It approach is indeed promising and meets a priori expectations.
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined... more
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their
mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt
to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and
applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design
principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education.
mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt
to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and
applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design
principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education.
Teenagers spend a large proportion of their day doing sedentary activities. They sit in school during classes and breaks, and after school they sit while doing homework, watching television or playing computer games. Novel ways of... more
Teenagers spend a large proportion of their day doing sedentary activities. They sit in school during classes and breaks, and after school they sit while doing homework, watching television or playing computer games. Novel ways of stimulating teenagers to be more active include applying games and play, because of its intrinsically motivating value. This paper presents a qualitative study of the role of persuasive feedback in a physical activity game. We performed interviews with teenagers who used a running game for several weeks. We describe their attitude towards persuasive feedback, its perceived effectiveness and possibilities for improvement.
When designing with young children, designers usually select user centred design methods based on the children’s required level of engagement and the inspiration expected to be created according to the designer. User centred design... more
When designing with young children, designers usually select user centred design methods based on the children’s required level of engagement and the inspiration expected to be created according to the designer. User centred design methods should be selected for their suitability for children and for the quality of the output of the design method. To understand the suitability of design
Exploring a wide diversity of ideas is important in the process of (re-)designing products, applications and services. We conclude from overviews of current UX- research methods that most used methods aim at involving the user to identify... more
Exploring a wide diversity of ideas is important in the process of (re-)designing products, applications and services. We conclude from overviews of current UX- research methods that most used methods aim at involving the user to identify problems than at involving the user to create innovative ideas. We suggest that the UX practitioner should not only focus on evaluating with