5,283 research outputs found

    "They Don't Come With a Handbook":Exploring Design Opportunities for Supporting Parent-Child Interaction around Emotions in the Family Context

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    Parenting practices have a profound effect on children’s well-being and are a core target of several psychological interventions for child mental health. However, there is only limited understanding in HCI so far about how to design socio-technical systems that could support positive shifts in parent-child social practices in situ. This paper focuses on parental socialisation of emotion as an exemplar context in which to explore this question. We present a two-step study, combining theory-driven identification of plausible design directions, with co-design workshops with 22 parents of children aged 6-10 years. Our data suggest the potential for technology-enabled systems that aim to facilitate positive changes in parent-child social practices in situ, and highlights a number of plausible design directions to explore in future work

    A hermeneutic inquiry into user-created personas in different Namibian locales

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    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Robots for inclusive classrooms: a scoping review

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    Robot-based activities have been proven to be a valuable tool for children with learning and developmental disabilities. However, their feasibility in general educational environments needs further exploration. This scoping review provides a critical examination of robot-based learning experiences involving children with disabilities, implemented either in mainstream schools or in specialized centers in order to gain insight into their potential to support inclusion. For this purpose, a search was conducted in the multidisciplinary Scopus and WoS databases, completed with Dialnet database. Based on PRISMA guidelines for literature reviews, we limited the systematic analysis to 33 papers published after 2009 that contain information on the instructional design and details of how the activities were implemented. On the other hand, studies reporting interventions with robots for clinical purposes were excluded as well as papers focused exclusively on technical developments. Content analysis shows that most experiences lead to improvements in terms of educational goals and/or stakeholders’ satisfaction. However, the analysis also reported issues that may hinder the adoption of these practices in general classrooms and integrated education services. The reported difficulties include the lack of stability and autonomy of the robots used, the need for aids and adaptations to enable children with sensory and physical impairments to interact easily with the robots, and the requirement of technical support with system’s setup, implementation and maintenance. We conclude that robots and robotics are a powerful tool to address the needs of diverse learners who are included in mainstream classrooms. This review aims at presenting evidences of good practices and recommendations for successful implementation.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. The authors did not receive support from any organization for the submitted work.Peer ReviewedPostprint (published version

    Untangling the complexity of designing tools to support tangible and digital intercultural story telling in troubled times: a case in point

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    In this paper, we present a descriptive case study of the Mobeybou materials, a kit of tangible and digital tools aimed at offering young children opportunities to read, create and share intercultural stories. The tools comprise a set of story apps that present interactive, multimodal and intercultural stories for children to make meanings with, a digital manipulative (DM) and a storyMaker (a digital replication of the DM) that offer the possibility for embodied, collaborative and creative construction of stories by the children them- selves. After presenting the materials, we describe how they evolved as an interface of convergence of several complementary theories. By doing this, our major intention is to contribute to the understanding that the design of tools and technologies aimed at creating meaningful and inclusive opportunities for digital story telling in troubled times is a complex, de- manding endeavour, but can also be a powerful tool to address the complexities of the troubled times we are living in.This work has been financed by national funds through the Portuguese Foundation for Science and Technology (FCT) - and by the European Regional Development Fund (ERDF) through the Competitiveness and Internationalization Operational Program under the reference POCI/01/0145/FEDER/032580. As well as by CIEd – Research Centre on Education, Institute of Education, University of Minho, projects UIDB/01661/2020 and UIDP/01661/2020, through national funds of FCT/MCTES-PT

    Location-based Virtual Reality experiences for children: Japan-UK knowledge exchange network final project report

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    This is the final project report for an AHRC/ESRC funded Uk-Japan network looking at location-based VR experiences for children. Location-based VR are site specific experiences that aim to bring together materials beyond those in the virtual space to carefully curate an experience for an audience who are likely to use the content only once or a few times. As a result, location-based VR experiences are emerging predominately in two areas; gaming arcades and museums/art galleries. The overall intention of this knowledge exchange (KE) project was to bring together a network of academics and digital gaming industry partners in Japan and the UK to join up knowledge, begin researching the current state of VR experiences and technologies, and to understand the best methodologies for including children in the design of VR experiences for them. This was undertaken so that this knowledge can be applied to areas in which VR is evolving for children, such as entertainment, education and health care

    How do you Play with a Robotic Toy Animal? A long-term study of Pleo

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    Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants’ initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a β€˜toy’ while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time

    β€œLike Popcorn”: crossmodal correspondences between scents, 3D shapes and emotions in children

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    There is increasing interest in multisensory experiences in HCI. However, little research considers how sensory modali- ties interact with each other and how this may impact interac- tive experiences. We investigate how children associate emo- tions with scents and 3D shapes. 14 participants (10-17yrs) completed crossmodal association tasks to attribute emo- tional characteristics to variants of the β€œBouba/Kiki” stimuli, presented as 3D tangible models, in conjunction with lemon and vanilla scents. Our findings support pre-existing map- pings between shapes and scents, and confirm the associa- tions between the combination of angular shapes (β€œKiki”) and lemon scent with arousing emotion, and of round shapes (β€œBouba”) and vanilla scent with calming emotion. This ex- tends prior work on crossmodal correspondences in terms of stimuli (3D as opposed to 2D shapes), sample (children), and conveyed content (emotions). We outline how these find- ings can contribute to designing more inclusive interactive multisensory technologies

    Materialising memories: exploring the stories of people with dementia through dress

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    In this article, we use clothes as a tool for exploring the life stories and narratives of people with dementia, eliciting memories through the sensory and material dimensions of dress. The article draws on an Economic and Social Research Councilfunded study, β€˜Dementia and Dress’, which explored everyday experiences of clothing for carers, care workers and people with dementia, using qualitative and ethnographic methods including: β€˜wardrobe interviews’, observations, and visual and sensory approaches. In our analysis, we use three dimensions of dress as a device for exploring the experiences of people with dementia: kept clothes, as a way of retaining connections to memories and identity; discarded clothes, and their implications for understanding change and loss in relation to the β€˜dementia journey’; and absent clothes, invoked through the sensory imagination, recalling images of former selves, and carrying identity forward into the context of care. The article contributes to understandings of narrative, identity and dementia, drawing attention to the potential ofmaterial objects for evoking narratives, and maintaining biographical continuity for both men and women. The paper has larger implications for understandings of ageing and care practice; as well as contributing to the wider Material Turn in gerontology, showing how cultural analyses can be applied even to frail older groups who are often excluded from such approaches

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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