5 research outputs found
Guide to build YOLO, a creativity-stimulating robot for children
YOLO is a non-anthropomorphic social robot designed to stimulate creativity in
children. This robot was envisioned to be used by children during free-play where they use the
robot as a character for the stories they create. During play, YOLO makes use of creativity
techniques that promote the creation of new story-lines. Therefore, the robot serves as a tool that
has the potential to stimulate creativity in children during the interaction. Particularly, YOLO
can stimulate divergent and convergent thinking for story creations. Additionally, YOLO can
have different personalities, providing it with socially intelligent and engaging behaviors. This
work provides open-source and open-access of YOLO's hardware. The design of the robot was
guided by psychological theories and models on creativity, design research including user-centered
design practices with children, and informed by expert working in the field of creativity. Specifically, we relied on established theories of personality to inform the social behavior of the robot, and on theories of creativity to design creativity stimulating behaviors. Our design decisions were then based on design fieldwork with children. The end product is a robot that communicates using non-verbal expressive modalities (lights and movements) equipped with sensors that detect the playful behaviors of children. YOLO has the potential to be used as a research tool for academic studies, and as a toy for the community to engage in personal fabrication. The overall bene t of this proposed hardware is that it is open-source, less expensive than existing ones, and one that children can build by themselves under expert supervision.info:eu-repo/semantics/publishedVersio
Learning through interactive artifacts:Personal fabrication using electrochromic displays to remember Atari women programmers
In recent years makerspaces have gained traction as an environment where makers and tinkerers can freely create artefacts with digital fabrication tools. They are particularly suited for introducing new fabrication techniques because these spaces support hands-on experiences. Electrochromic displays are one such technology that has become possible to fabricate using new techniques and off-the-shelf tools which lends itself to be used in a workshop setting. Leveraging this development, we facilitated a makerspace workshop that introduced participants to this new technology. To limit the scope of the workshop outcome we used the little known history of female developers of video games (Atari) from the 1970s and 1980s as a design framing. The participants (undergraduates, 16 female, 2 male, aged 19–21 years) explored the Atari women’s role in development and through this exploration they created artifacts using novel electrochromic displays as designed responses. Throughout the workshop participants answered daily questionnaires and kept records of their progress. Our analysis of the questionnaires and the resulting projects suggests that having a relatable and meaningful context increases both motivation and engagement of the participants. We discuss the extrinsic motivations that enhance engagement, and provide suggestions for introducing new technologies in the makerspace context
Engaging Amateurs in the Design, Fabrication, and Assembly of Electronic Devices
This paper explores personal fabrication as a means of engaging new audiences in the creation of electronic devices, which play an ever-increasing role in our lives but which most people have little involvement in creating. We describe a six-session workshop in which eight participants made wificonnected devices through the design and fabrication of custom printed circuit boards. We explore the implications of using components and processes analogous to those in commercial products, as opposed to the limited set of higherlevel building blocks found in toolkits for hobbyist electronics. We highlight unique advantages and challenges of a personal fabrication approach. We explore the role of attitudes in identifying a suitable audience for these activities. We discuss insights into commercial electronic products offered by personal fabrication and explore its role in a world of massproduced electronic devices. Finally, we suggest opportunities for future tools and technologies