73,620 research outputs found
Bringing tabletop technologies to kindergarten children
Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype
Towards the design of a kidâs music organizer
In this paper, we investigate how young children aged 2 to 5 interact with music and their family's music collections. By going into their homes, interviewing them and their parents and observing the children performing a range of music-related tasks, we explore the way that pre-school children select, interact with, and organize music. Additionally, drawing tasks were included in the visits to engage the children and allow them to demonstrate their thoughts in a concrete manner. Insights into the children's' music behaviours suggest design features for a music organizer / player for very young children
Development of a music organizer for children
Software development for children is challenging; children have their own needs, which often are not met by âgrown upâ software. We focus on software for playing songs and managing a music collectionâtasks that children take great interest in, but for which they have few or inappropriate tools. We address this situation with the design of a new music management system, created with children as design partners: the Kids Music Box
Recommended from our members
Exploring the Digital Music Instrument Trombosonic with Extreme Users and at a Participatory Performance
We introduce the âTrombosonicâ as a new digital music instrument inspired by the slide trombone. An ultrasonic sensor combined with a red laser allows the performer to play the instrument using similar movements to playing a trombone to change the pitch, despite the absence of a physical slider, by moving one hand back and forth. Additional sensors enhance the potential for musical expression by movement of the whole interface and by using the breath. We identify and discuss a variety of design issues arising from the Trombosonic. Due to its compact size and the lack of a slider, the Trombosonic can be played in many different ways. In order to explore varied potential uses of the Trombosonic, we carried out a series of informal evaluations. These included experts in new musical instruments, an older user, a younger user, an interaction design expert, and the audience at an experimental concert with audience participation. Future work is also discussed. Further technical development might include a built-in microphone to use the human voice and an expansion of the synthesiserâs features
Sometimes the Internet reads the question wrong: childrenâs search strategies & difficulties
When children search for information on a given topic, how do they go about searching for and retrieving information? What can their information seeking strategies tell us about the development of search interfaces for children's digital libraries, search engines and information repositories? We interviewed New Zealand (NZ) school children to seek insights into how they are conducting information searches during their education
The effect of age and font size on reading text on handheld computers
Though there have been many studies of computer based text reading, only a few have considered the small screens of handheld computers. This paper presents an investigation into the effect of varying font size between 2 and 16 point on reading text on a handheld computer. By using both older and younger participants the possible effects of age were examined. Reading speed and accuracy were measured and subjective views of participants recorded. Objective results showed that there was little difference in reading performance above 6 point, but subjective comments from participants showed a preference for sizes in the middle range. We therefore suggest, for reading tasks, that designers of interfaces for mobile computers provide fonts in the range of 8-12 point to maximize readability for the widest range of users
- âŠ