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There is an increasing awareness of the importance of considering values in the design of technology. There are several research approaches focused on this, such as e.g., value-sensitive design, value-centred human–computer interaction... more
There is an increasing awareness of the importance of considering values in the design of technology. There are several research approaches focused on this, such as e.g., value-sensitive design, value-centred human–computer interaction (HCI), and value-led participatory design, just to mention a few. However, less attention has been given to developing educational materials for the role that values play in HCI, why hands-on teaching activities are insufficient, and especially teaching activities that cover the full design process. In this article, we claim that teaching for ethics and values in HCI is
not only important in some parts of the design and development process, but equally important all through. We will demonstrate this by a unique collection of 28 challenges identified throughout the design process, accompanied by inspirational suggestions for teaching activities to tackle these challenges. The article is based on results fromapplying a modified pedagogical design pattern approach in the iterative development of an open educational resource containing teaching and assessment activities and pedagogical framework, and from pilot testing. Preliminary results from pilots of parts of the teaching activities indicate that student participants experience achieving knowledge about how to understand and act ethically on human values in design, and teachers experience an increased capacity to teach for values in design in relevant and innovative ways. Hopefully, this overview of challenges and inspirational teaching activities focused on values in the design of technology can be one way to provide teachers with inspiration to
sensitize their students andmake thembetter prepared to become responsible designers by learning how to address and work with values in HCI.
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
In the HCI domain, many researches have been carried out on how to apply Persuasive Technology (PT) to stimulate a more active lifestyle. Regarding collectivist cultures, social influence has been considered as one of the most impactful... more
In the HCI domain, many researches have been carried out on how to apply Persuasive Technology (PT) to stimulate a more active lifestyle. Regarding collectivist cultures, social influence has been considered as one of the most impactful factors among others in PT. Within one societal context, however, different individuals may need different motivational mechanisms based on social persuasion. In this paper, we designed the prototype ShuttleKickers embedding different social persuasive mechanisms to stimulate more physical activities in China. Subsequently, we conducted the field-test of our prototype with sportive groups and sedentary groups, identified by Transtheoretical Model, which results in a set of implications on how to apply social persuasions for active behaviours for these two different groups respectively.
This paper describes a number of general design problems with adventure-like computer games for young children in order to demonstrate the need for specific design guidelines for this type of products. These problems were experienced by... more
This paper describes a number of general design problems with adventure-like computer games for young children in order to demonstrate the need for specific design guidelines for this type of products. These problems were experienced by children participating in a number of user tests of existing computer games. By providing a generalization of these problems some first directions are given for the nature of the design guidelines that could be developed. Furthermore, a first proposal for a unifying framework to organize these guidelines is given.
This paper describes a study that examines the amount and kinds of usability and challenge problems, which can be found during initial and extended use of children’s computer games. On the one hand the amount of problems might decrease... more
This paper describes a study that examines the amount and kinds of usability and challenge problems, which can be found during initial and extended use of children’s computer games. On the one hand the amount of problems might decrease over time, because users become more experienced. On the other hand, new errors may occur during extended use because users start making more errors related to increased carelessness. We discuss the chances of finding problems and relative importance of problems found during formative evaluations of initial and extended use of children’s computer games.
This article describes the development and assessment of a coding scheme for finding both usability and fun problems through observations of young children playing computer games during user tests. The proposed coding scheme is based on... more
This article describes the development and assessment of a coding scheme for finding both usability and fun problems through observations of young children playing computer games during user tests. The proposed coding scheme is based on an existing list of breakdown indication types of the detailed video analysis method (DEVAN). This method was developed to detect usability problems in task-based products for adults. However, the new coding scheme for children’s computer games takes into account that in games, fun, in addition to usability, is an important factor and that children behave differently from adults. Therefore, the proposed coding scheme uses 8 of the 14 original breakdown indications and has 7 new indications. The article first discusses the development of the new coding scheme. Subsequently, the article describes the reliability assessment of the coding scheme. The anytwo agreement measure of 38.5% shows that thresholds for when certain user behavior is worth coding will be different for different evaluators. However, the any-two agreement of .92 for a fixed list of observation points shows that the distinction between the available codes is clear to most evaluators. Finally, a pilot study shows that training can increase any-two agreement considerably by decreasing the number of unique observations, in comparison with the number of agreed upon observations.
Abstract In this paper the development and assessment of a new formative evaluation method called the problem identification picture cards (PIPC) method is described. This method enables young children to express both usability and fun... more
Abstract In this paper the development and assessment of a new formative evaluation method called the problem identification picture cards (PIPC) method is described. This method enables young children to express both usability and fun problems while playing ...
Research Interests:
Inspection-based evaluation methods predicting usability problems can be applied for evaluating products without involving users. A new method (named SEEM), inspired by Norman’s theory-of-action model [18] and Malone’s concepts of fun... more
Inspection-based evaluation methods predicting usability problems can be applied for evaluating products without involving users. A new method (named SEEM), inspired by Norman’s theory-of-action model [18] and Malone’s concepts of fun [15], is described for predicting usability and fun problems in children’s computer games. This paper describes a study to assess SEEM’s quality. The results show that the experts in the study predicted about 76% of the problems found in a user test. The validity of SEEM is quite promising. Furthermore, the participating experts were able to apply the inspection-questions in an appropriate manner. Based on this first study ideas for improving the method are presented.
SwePub titelinformation: Entertainment and education in a serious game to learn English.
In this paper we describe a comparison of two analytical methods for educational computer games for young children. The methods compared in the study are the Structured Expert Evaluation Method (SEEM) and the Combined Heuristic Evaluation... more
In this paper we describe a comparison of two analytical methods for educational computer games for young children. The methods compared in the study are the Structured Expert Evaluation Method (SEEM) and the Combined Heuristic Evaluation (HE) (based on a combination of Nielsen’s HE and the fun-related concepts from Malone and Lepper) with both usability and fun heuristics for children’s computer games. To verify SEEM’s relative quality, a study was set up in which adult evaluators predicted problems in computer games. Outcomes based on thoroughness (whether the analytical method finds all problems), validity (whether the analytical method uncovers problems that are likely to be true) and appropriateness (whether the method is applied correctly) are compared. The results show that both the thoroughness and validity of SEEM are higher than the thoroughness and validity of the Combined HE. The appropriateness scores indicate that SEEM gives evaluators more guidance when predicting problems than the Combined HE does.
This paper describes an experiment to determine which personality characteristics can be used to predict whether a child will make an effective participant in a user test, both in terms of the number of identified problems and the... more
This paper describes an experiment to determine which personality characteristics can be used to predict whether a child will make an effective participant in a user test, both in terms of the number of identified problems and the percentage of verbalised problems. Participant ...
ABSTRACT In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences... more
ABSTRACT In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program in design. We conclude that key elements in this course, to support learning how to incorporate theoretical knowledge in design, are a) providing design tool that covers a child developmental model of four domains (cognitive, social, emotional and physical) , such as the Developmentally Situated Design cards for creating child personas and design concepts b) using a design exercise c) giving students the possibility to work on several iterations d) giving students more than one age-group to work with in the project, and e) providing the students with an evaluation protocol.
Research Interests:
This article gives an overview for practitioners of how to conduct user tests (of computer games) with children of about five to seven years old. The advice is based on the experiences of user tests with many children of this age group in... more
This article gives an overview for practitioners of how to conduct user tests (of computer games) with children of about five to seven years old. The advice is based on the experiences of user tests with many children of this age group in the usability lab for ...
This paper describes an experiment to determine which personality characteristics can be used to predict whether a child will make an effective participant in a user test, both in terms of the number of identified problems and the... more
This paper describes an experiment to determine which personality characteristics can be used to predict whether a child will make an effective participant in a user test, both in terms of the number of identified problems and the percentage of verbalised problems. Participant ...
In this paper the development and assessment of a new formative evaluation method called the problem identification picture cards (PIPC) method is described. This method enables young children to express both usability and fun problems... more
In this paper the development and assessment of a new formative evaluation method called the problem identification picture cards (PIPC) method is described. This method enables young children to express both usability and fun problems while playing a computer game. The method combines the traditional thinking-aloud method with picture cards that children can place in a box to indicate that there is a certain type of problem. An experiment to assess this method shows that children may express more problems (verbally, or with a picture card, or with a combination of a picture card and a verbalisation) with the PIPC method than without this method (in which they can only indicate problems verbally). Children in the experiment did not just replace verbalisations by using the provided picture cards and some children preferred to use the PIPC method during the test instead of the standard thinking-aloud method. The PIPC method or some aspects of the method could be a good instrument to increase the amount of information expressed by young children during an evaluation.
ABSTRACT This paper describes the preliminary results of an exploratory study on the use of the Drawing Intervention method for both design and evaluation activities with young children (4-7). In this study we wanted to a) investigate how... more
ABSTRACT This paper describes the preliminary results of an exploratory study on the use of the Drawing Intervention method for both design and evaluation activities with young children (4-7). In this study we wanted to a) investigate how a variant of this method can be used to evaluate a game with younger children than the ones participating in previous studies, b) how well it works as a method to invite children to generate design ideas, and c) whether it works as a collaborative design method. Findings suggest that in general children were able to create drawings related to the proposed themes and showing their understanding of several aspects of the technologies/games that they encountered. The youngest children found it hard to collaborate and usually worked on one side of the paper if forced to share a paper, while some older children sometimes were able to create one game together.
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
This paper describes an experiment to discover the change in the types of detected problems and the attitude of children towards a game when user testing a computer game for young children during first use and after they have practiced... more
This paper describes an experiment to discover the change in the types of detected problems and the attitude of children towards a game when user testing a computer game for young children during first use and after they have practiced with a game. Both the numbers of different types of identified problems and the severity of the problems are investigated. Based on this knowledge, practitioners could adapt the set up of their user tests to effectively find as many aspects of the game as possible that merit change, according to the aims of the developers. The study shows that usability problems caused by a lack of knowledge were more often identified during first use. Furthermore, fun problems related to a too-high challenge level may disappear after some practice, whereas fun problems caused by the game taking over control for too long while the user wants to proceed playing the game were identified more often after some practice. The study shows that the impact severity of problems detected during first use was higher than when children had more practice with a game. As a result of these changes in experienced problems the commonly used measures efficiency, effectiveness and satisfaction increased when children had practiced with the game. Finally, the study also shows that the set of most severe problems identified during first use may be radically different from the set of most severe problems identified after some practice.
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.
Research Interests:
ABSTRACT This workshop, following one with the same name held at Mobile HCI 2010, aims at further exploring different approaches and challenges in studying playfulness as a mode of interacting with mobile technology.
The paper presents our work on how to teach digital literacy and design thinking to children at primary and secondary schools, with a particular focus on exploring the tools that may support children’s learning in these domains. We have... more
The paper presents our work on how to teach digital literacy and design thinking to children at primary and secondary schools, with a particular focus on exploring the tools that may support children’s learning in these domains. We have conducted design explorations with input from diverse stakeholders, such as teachers, children, publishers and educational scientists to examine how to develop an integrated design-based learning approach for the school context. Based on the design explorations insights are described about requirements for digital toolkits and the design-based learning process. Based on this work a Reflective Design-based Learning (RDBL) framework is presented that describes the challenges of developing an integrated process that is doable at school, matching teachers abilities, appealing for children and fitting to the knowledge presented in the publisher’s materials, that support teaching learning goals as requested by the government.
Research Interests:
Page 1. Designing for Children's Physical Play Abstract In this paper we describe preliminary results of our work on designing innovative sport concepts to stimulate children's physical play. We are... more
Page 1. Designing for Children's Physical Play Abstract In this paper we describe preliminary results of our work on designing innovative sport concepts to stimulate children's physical play. We are exploring how embedding ...
Research Interests:
This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing motivating feedback to players’ behavior; they can allow... more
This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing motivating feedback to players’ behavior; they can allow players to create their own game goals and rules in an open-ended play context and support social player interaction patterns. This design approach is illustrated by six design cases in which our assumptions were examined in various play contexts. The results show that the application of these design values can lead to rich and appealing innovative play concepts. Players can create a wide range of (physical) games using open-ended play objects, and properties of the play objects, such as being personal or shared, influence the type of social interaction.
The development of ambient play environments provides an opportunity to develop tangible play solutions to stimulate social and physical play by embedding responsiveness tailored and adjusted to player behaviour in the environment. This... more
The development of ambient play environments provides an opportunity to develop tangible play solutions to stimulate social and physical play by embedding responsiveness tailored and adjusted to player behaviour in the environment. This paper gives an overview of different perspectives on play and translates this theoretical knowledge from different disciplines to design relevant knowledge. The design relevant knowledge is presented in the form of a design toolkit, called the lenses of play, including the perspectives of forms of play, open-ended play, stages of play and playful experiences. Application of the design toolkit is illustrated in relation to two interactive play design cases to emphasize the design relevance of the knowledge in the design process. Furthermore, it shows how the lenses can inform different types of design decisions, such as early scoping of the design space by focusing on a form of play and making more detailed design decisions later when considering different stages of play.
Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new... more
Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the notion of social interaction in the context of open-ended play environments. We present an integrated model of interaction and transitions over time. Next, we describe two design case studies of open-ended, interactive play environments, GlowSteps and Wobble, discussing how these designs support social interaction over time. Results show that social interaction changes over time, starting with solitary play and moving towards more complex social play later on. These results are translated into implications for design, which guide designers in achieving a better understanding of how to design for the social context of their design proposals.
The goal of this paper is to explore how to implement Design Based Learning (DBL) with digital toolkits to teach 21st century skills in (Dutch) schools. It describes the outcomes of a literature study and two design case studies in which... more
The goal of this paper is to explore how to implement Design Based Learning (DBL) with digital toolkits to teach 21st century skills in (Dutch) schools. It describes the outcomes of a literature study and two design case studies in which such a DBL approach with digital toolkits was iteratively de- veloped. The outcome is described in the form of a framework that explains how to consider different perspectives, such as the DBL process, the role of the teacher, the use of a digital toolkit and the framing of the design brief in relation to setting learning goals that are suitable for a school context. The design cases indicate that DBL with digital toolkits can play a valuable role in teaching 21st Century skills, such as problem solving, creativity, and digital literacy to chil- dren in schools, if the other components of the framework, such as school’s learning goals, are taken into account.
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school... more
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different for each of the schools while there were no significant differences in subjective opinions or previous computer game experience as measured with a questionnaire. The gaming records and interviews informed that children do enjoy playing the game in comparison with other formal learning activities, but appreciate it less as a leisure-time activity. Furthermore it appears that children used to teacher-initiated activities tend to depend on their teacher’s directions for how and when to play. The study highlights the level of choice as one of the important aspects to consider when introducing a game in the classroom. The study also points out some suggestions for the design of educational games, such as providing communication possibilities between players and integrating fast-paced motor-skill based games with learning content in a meaningful way.
When children play games like tag or jump rope, they often combine generally accepted predefined rules with their own invented and negotiated rules. These rules also occur in play with interactive play objects. In this field, we research... more
When children play games like tag or jump rope, they often combine generally accepted predefined rules with their own invented and negotiated rules. These rules also occur in play with interactive play objects. In this field, we research children’s interactions with open-ended play designs that offer interaction opportunities to which children can attach their own meaning. In this paper, we focus on the different types of rules that are important in open-ended play: the interaction behavior rules developed by the designer and the created game rules invented by the users (children aged 4–8). We identify two relevant steps in between the intentions of the designers and the users: interpretation and improvisation. This knowledge extends existing communication-based models of design. Moreover, we present two design cases that illustrate how these steps lead to freedom and diversity in children’s interaction with open-ended play objects and we discuss relevant implications for design.
This paper presents a research framework that relates interactive systems to behavioral change with psychological needs and bodily interaction as intermediating variables. The framework is being developed in a multidisciplinary research... more
This paper presents a research framework that relates interactive systems to behavioral change with psychological needs and bodily interaction as intermediating variables. The framework is being developed in a multidisciplinary research project that focuses on how ...
ABSTRACT: Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in... more
ABSTRACT: Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the notion of social interaction in the context of open-ended play environments. We present an integrated model of interaction and transitions over time. Next, we describe two design case studies of open-ended, interactive play environments, GlowSteps and Wobble, discussing how these designs support social interaction over time. Results show that social interaction changes over time, starting with solitary play and moving towards more complex social play later on. These results are translated into implications for design, which guide designers in achieving a better understanding of how to design for the social context of their design proposals.
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.
Research Interests:
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.
Research Interests:
This article describes how to design for ambient playful interactions in public spaces, using interactive technology. Ten explorative design cases are presented, all interactive installations with the goal to elicit playful active... more
This article describes how to design for ambient playful interactions in public spaces, using interactive technology. Ten explorative design cases are presented, all interactive installations with the goal to elicit playful active behavior from teenagers. Following this, we derive three design values, based on literature, user research and the insights from the design cases. These design values describe our best practices for eliciting intrinsically motivating playful interactions: eliciting and seducing passers-by to become players, designing for emergent play to create personalized and changing play, and resonating with users' values, emotions and activities. In addition, insights gained from the cases and evaluations are discussed, and recommendations for implementing playful interactions in public spaces are given.
In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from... more
In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program in design. We conclude that key elements in this course, to support learning how to incorporate theoretical knowledge in design, are a) providing design tool that covers a child developmental model of four domains (cognitive, social, emotional and physical) , such as the Developmentally Situated Design cards for creating child personas and design concepts b) using a design exercise c) giving students the possibility to work on several iterations d) giving students more than one age-group to work with in the project, and e) providing the students with an evaluation protocol.

And 39 more

Video of Child Development panel at #IDC2015 with #EdithAckermann @MarinaBers #TildeBekker @JudithGood @GRevelle @ADruin

My presentation (edith ackermann) starts at minutes 51 ( and lasts till 1.08)
Research Interests: