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Designing Tangibles for Children: One Day Hands-on Workshop

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Published:21 June 2016Publication History

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.

References

  1. 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 ScholarGoogle Scholar
  2. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  3. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  4. 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 ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Designing Tangibles for Children: One Day Hands-on Workshop

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    • Published in

      cover image ACM Conferences
      IDC '16: Proceedings of the The 15th International Conference on Interaction Design and Children
      June 2016
      774 pages
      ISBN:9781450343138
      DOI:10.1145/2930674

      Copyright © 2016 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 21 June 2016

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      Qualifiers

      • extended-abstract
      • Research
      • Refereed limited

      Acceptance Rates

      IDC '16 Paper Acceptance Rate36of77submissions,47%Overall Acceptance Rate172of578submissions,30%

      Upcoming Conference

      IDC '24
      Interaction Design and Children
      June 17 - 20, 2024
      Delft , Netherlands

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