ABSTRACT
This hands-on workshop introduces a foundation for designing tangibles for children. Participants engage in a low-fidelity design challenge using the iPad Osmo system. We focus on how designing tangibles for children is unique from other design problems and processes. We walk participants through an outcome driven design process using the award winning Developmentally Situated Design (DSD) card set -- focusing on cognitive, emotional, physical, and social skills specific to children at different ages. Small groups create solutions for the same design challenge, but focus on the skills and abilities of a specific age group. We facilitate a compare and contrast exercise of their solutions to help synthesize the complexities of, and showcase skills for, designing child-centric tangibles. Participants are encouraged to review the DSD II cards in advance, available at www.antle.iat.sfu.ca/DSD, as well the papers [1, 2, 3], to get the most out of their workshop experience. These artifacts and papers will be used to within the workshop for hands-on learning and conceptual discussions.
- Alissa N. Antle and Alyssa F. Wise. 2013. Getting Down to Details: Using Theories of Cognition and Learning to Inform Tangible User Interface Design. Interacting with Computers. http://doi.org/10.1093/iwc/iws007Google Scholar
- Alissa N. Antle, Alyssa F. Wise, Amanda Hall, et al. 2013. Youtopia: a collaborative, tangible, multi-touch, sustainability learning activity. Proceedings of the 12th International Conference on Interaction Design and Children, ACM, 565--568. http://doi.org/10.1145/2485760.2485866 Google ScholarDigital Library
- Tilde Bekker and Alissa N. Antle. 2011. Developmentally situated design (DSD): making theoretical knowledge accessible to designers of children's technology. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 2531--2540. Google ScholarDigital Library
- Bieke Zaman, Vero Vanden Abeele, Panos Markopoulos, and Paul Marshall. 2012. Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation. Personal and Ubiquitous Computing 16, 4: 367--378. http://doi.org/10.1007/s00779-011-0409-x Google ScholarDigital Library
Index Terms
- Designing Tangibles for Children: One Day Hands-on Workshop
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