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Some reflections on designing construction kits for kids
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Source Interaction Design and Children archive
Proceedings of the 2005 conference on Interaction design and children table of contents
Boulder, Colorado
Pages: 117 - 122  
Year of Publication: 2005
ISBN:1-59593-096-5
Authors
Mitchel Resnick  MIT Media Lab, Cambridge, MA
Brian Silverman  Playful Invention Company, Montreal, Canada
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 24,   Downloads (12 Months): 127,   Citation Count: 7
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ABSTRACT

In this paper, we present ten guiding principles for designing construction kits for kids, informed by our experiences over the past two decades:* Design for Designers* Low Floor and Wide Walls* Make Powerful Ideas Salient -- Not Forced* Support Many Paths, Many Styles* Make it as Simple as Possible -- and Maybe Even Simpler* Choose Black Boxes Carefully* A Little Bit of Programming Goes a Long Way* Give People What They Want -- Not What They Ask For* Invent Things That You Would Want to Use Yourself* Iterate, Iterate -- then Iterate AgainWhile these principles apply especially to the development of construction kits, we believe that they could be useful for everyone who designs new technologies for kids.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Maeda, J. (2000). Maeda@Media. Rizzoli Publications. New York.
 
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Resnick, M., Rusk, N., and Cooke, S. (1998). The Computer Clubhouse: Technological Fluency in the Inner City. In Schon, D., Sanyal, B., and Mitchell, W. (eds.), High Technology and Low-Income Communities, pp. 266--286. MIT Press. Cambridge, MA.
 
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Resnick, M., Berg, R., and Eisenberg, M. (2000). Beyond Black Boxes: Bringing Transparency and Aesthetics Back to Scientific Investigation. Journal of the Learning Sciences, vol. 9, no. 1, pp. 7--30.
 
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Resnick, M., Kafai, Y., Maeda, J., et al. (2003). A Networked, Media-Rich Programming Environment to Enhance Technological Fluency at After-School Centers in Economically-Disadvantaged Communities. Proposal to the National Science Foundation (funded 2003--2007). http://www.media.mit.edu/~mres/papers/scratch.pdf
 
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Schrage, M. (1999). Serious Play. Harvard Business School Press. Cambridge, MA.
 
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Shotwell, J., Wolf, D., and Gardner, H. (1979). Exploring Early Symbolization. In B. Sutton-Smith (ed.), Play and Learning.
 
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Turkle, S. (1995). Life on the Screen. Simon & Schuster. New York.


Collaborative Colleagues:
Mitchel Resnick: colleagues
Brian Silverman: colleagues