10 research outputs found

    3rd KidRec workshop: What does good look like?

    Get PDF
    Today's children spend considerable time online, searching and receiving information from various websites and apps. While searching for information, e.g. for school or hobbies, children use search systems to locate resources and receive site recommendations that might be useful for them. The call for good, reliable, child-friendly systems has been made many times and the thesis that the algorithms of "adult" information systems are not necessarily suitable or fair for children is widely accepted. However, there is still no clear and balanced view on what makes one search/recommendation system for children good or better than other systems, nor on what content should be considered "good enough to be retrieved" or recommended. The goal of this workshop is to bring together researchers and practitioners in education, child-development, computer science, and more who can address this questions while considering issues related to education, algorithms, ethics, privacy, evaluation

    Emergent, situated and prospective ethics for child-computer interaction research

    No full text
    The increasing presence of interactive technologies in children's lives poses critical ethical questions for researchers and designers. Discourse specific to these intersecting topics is nascent, but is spread across communities and largely developed retrospectively. This workshop brings together those interested in ethical issues arising when researching, designing, and deploying technologies for children. The focus is on exploring approaches that are emergent and situated, arising during research or after deployment. Workshop activities will include: exploring ethical themes emerging in HCI research for children; synthesizing and adapting current applicable ethical guidance; identifying gaps; and developing preliminary methods and guidance to address these gaps. Outcomes will extend current best practices in ethics in ways that promote children's protection, empowerment and wellbeing

    Reflections from a long-term deployment study to design novel interactive surfaces for children with autism

    No full text
    Designing interactive surfaces for children with autism is not trivial, and even more if intended for long-term use. In this paper, we reflect on the experiences and lessons learned from a 5-months deployment study conducted in a LivingLab where 6 classrooms of children with autism used an interactive surface as a multisensory therapy. We describe a set of design insights emerged from these study, and present how they could be used as a design principle to develop novel alternatives of the deployed interactive surface. First we present the design and development of SpaceHunters, an interactive floor exergame supporting the practicing of eye-foot coordination exercises; and then, we describe BendableSound, a fabric-based interactive surface enabling the improvisation of rhythmical sounds in an open-ended manner. We close discussing directions for future work

    Pushing the Boundaries of Participatory Design

    Get PDF
    Participatory Design (PD) is a design approach which aims to support users to contribute as partners throughout the entire design process of a product or service intended for their use. PD researchers are interested in employing and/or developing methods and techniques that maximise users’ contributions. By accommodating specific populations, PD proved to offer unique benefits when designing technology for “fringe” groups. However, a lack of understanding of the appropriateness of existing approaches across groups and contexts presents a challenge for the PD community. This workshop will encourage discussion around this challenge. The participants will have the opportunity to exchange and reflect on their experiences with using PD with “fringe” groups. Moreover, we aim to identify, synthesise and collate PD best practices across contexts and participant groups

    Integrated visualisation of wearable sensor data and risk models for individualised health monitoring and risk assessment to promote patient empowerment

    Get PDF
    Patient empowerment delivers health and social care services that enable people to gain more control of their healthcare needs. With the advancement of sensor technologies, it is increasingly possible to monitor people’s health with dedicated wearable sensors. The consistent measurements from a variety of wearable sensors imply that a huge amount of data may be exploited to monitor and predict people’s health using medically proven models. In the process of health data representation and analysis, visualisation can be employed to promote data analysis and knowledge discovery via mature visual paradigms and well-designed user interactions. In this paper, we introduce the role of visualisation for individualised health monitoring and risk management in the background of a European Commission funded project, which aims to provide self-management of cardiorenal diseases with the assistance of wearable sensors. The visualisation components of health monitoring, risk model exploration, and risk analysis are presented to achieve personalised health and risk monitoring and to promote people’s wellbeing. It allows the patients not only to view existing risks, but also to gain awareness of the right pathway to change their lifestyles in order to reduce potential health risks
    corecore