159 research outputs found

    Building an alternative to the traditional computer terminal

    Get PDF
    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.Bibliography: leaves 63-66.Allison Druin.M.S

    Children's storytelling technologies: Differences in elaboration and recall

    Get PDF
    This paper is based on a doctoral dissertation submitted by Angela Boltman in partial fulfillment of a Doctor of Philosophy at the University of Maryland at College Park. This study could not have been accomplished without the generous funding of the European Union's Experimental Schools Environments initiative (project 29310) and the assistance of members of "KidStory", a three-year research team that focused on creating storytelling technologies for young children. We would particularly like to acknowledge Benjamin Bederson and Juan Pablo Hourcade, our colleagues at the University of Maryland and chief architects of the KidPad technology. We would like to thank Allison Farber, who recreated the book images in KidPad for this study. Our colleagues Carina Fast and Marita Kjellin at the Royal Institute of Technology in Sweden and Danae Stanton, Sue Cobb, and Claire O'Malley at the University of Nottingham supported the study in many ways. In addition, we would like to thank Steve Benford from the University of Nottingham and Yngve Sundblad from the Royal Institute of Technology for their project leadership and continual support of our research. We would also like to acknowledge the contributions of Melanie Killen at the University of Maryland as an ever-patient reviewer of this paper. Finally, we would like to thank the children in England and Sweden who participated in the study and who taught us a great deal about storytelling. Correspondence concerning this article should be addressed to Allison Druin at the University of Maryland, 3180 A.V. Williams Building, College Park, Maryland 20782 or electronically at [email protected]. Abstract This study examined the elaboration and recall of children's stories through an analysis of the content and structure of children's retelling of a wordless picture book. The book was presented to 72 children (ages 6-7) in England and Sweden. Using a between subjects design, each child was presented with either a paper version of the picture book, a computer presentation with traditional hyperlinks, or a computer presentation with panning and zooming. The technology that was used was KidPad, a children's spatial storytelling application (Druin et al., 1997). Results revealed that the computer presentation with panning and zooming offered benefits in elaboration and recall by means of more complex story structure and a greater understanding of initiating events and goals. (UMIACS-TR-2001-87) (HCIL-TR-2001-25

    Single Display Groupware

    Get PDF
    We discuss a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe the model, comparing it to more traditional remote collaboration. We describe the requirements that SDG places on computer technology, and our understanding of the benefits and costs of SDG systems. Finally, we describe a prototype SDG system that we built and the results of a usability test we ran with 60 elementary school children. Through participant observation, video analysis, program instrumentation, and an informal survey, we discovered that the SDG approach to collaboration has strong potential. Children overwhelmingly prefer two mice to one mouse when collaborating with other children. We identified several collaborative styles including a dominant partner, independent simultaneous use, a mentor/mentee relationship, and active collaboration. (Also cross-referenced as UMIACS-TR-99-75

    Sensing, Storytelling, and Children: Putting Users in Control

    Get PDF
    Over the past few years, researchers have been exploring possibilities for how embedded sensors can free children from traditional interaction strategies with keyboards and mice. In this paper, we consider sensing-based interactions from a child's perspective. That is, how children decide to handle sensor data and affect state changes in their environment. We will present this in the context of our research on physical interactive storytelling environments for children. The system architecture will be presented as well as an empirical study of the technology's use with 18 children, ages 5-6. We will discuss the challenges and opportunities for kindergarten children to become designers of their own sensing-based interactions. UMIACS-TR-2003-16 HCIL-TR-2003-0

    Building KidPad: An Application for Children's Collaborative Storytelling

    Get PDF
    Collaborating in small groups can be beneficial to children's learning and socializing. However, there is currently little computer support for children's collaborative activities. This was our motivation for building KidPad, a collaborative storytelling tool for children. KidPad provides children with drawing, typing, and hyperlinking capabilities in a large, two-dimensional canvas. It supports collaboration by accepting input from multiple mice. In building KidPad, we developed solutions to problems common to all single-display groupware applications for children: obtaining input from multiple devices, and using an intuitive user interface metaphor that can support collaboration. Our solution for obtaining input from multiple devices was MID, an architecture written in Java. We addressed the need for an appropriate user interface metaphor byusing the local tools metaphor. This paper describes our work on MID and local tools in the context of building of KidPad, and aims to provide developers with valuable insights into how to develop collaborative applications for children. (UMIACS-TR-2003-44) (HCIL-2003-18

    Family Calendar Survey

    Get PDF
    Beginning in late July 2002, we conducted a survey about people's personal and family calendaring habits. By the end of September, we had over 400 responses, which are summarized below. The survey was conducted to help inform our work in designing new technologies for families, motivated in part by our work on the interLiving project. InterLiving is a 3 year, European Union-funded project where we work with distributed, multi-generational families as design partners to create new technologies (see http://www.cs.umd.edu/hcil/interliving for details). The survey was administered from a web page (https://www.cs.umd.edu/users/hilary/survey/survey.htm), and participants were solicited via a "chain-mail" email approach. We began by sending a request to fill out a survey to our friends, families, and colleagues. We asked that they forward the request on to their friends, family and colleagues as well. While we realize that this was an imperfect approach, we believed that the respondents would be representative of the users we are initially targeting in our research on family calendaring and coordination - individuals who are already making relatively heavy use of computers at home and/or work. The results seem to validate this assumption. Many of our respondents likely come from the HCI community as the mailing went to our large lab mailing list. We may have some pollution in the data as a result of people in the same household (e.g. husband and wife) both filling out the survey. Despite these issues, the results we got were helpful in eliciting a number of important findings, namely that people rely on multiple calendars, many of which are still paper. (UMIACS-TR-2002-92) (HCIL-TR-2002-21

    The International Children's Digital Library: Viewing Digital Books Online

    Get PDF
    Reading books plays an important role in children's cognitive and social development. However, many children do not have access to diverse collections of books due to the limited resources of their community libraries. We have begun to address this issue by creating a large-scale digital archive of children's books, the International Children's Digital Library (ICDL). In this paper we discuss our initial efforts in building the ICDL, concentrating on an informal evaluation of innovative digital book readers. Keywords Children, digital libraries, books, book readers, graphical user interfaces. (UMIACS-TR-2002-09) (HCIL-TR-2002-03

    Accuracy, Target Reentry and Fitts' Law Performance of Preschool Children Using Mice

    Get PDF
    Several experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments were not conducted with the purpose of providing guidelines for the design of graphical user interfaces. To address this need, we conducted a study to gain a better understanding of 4 and 5 year-old children's use of mice. We compared the performance of thirteen 4 year-olds, thirteen 5 year-olds and thirteen young adults in point-and-click tasks. As expected, we found age had a significant effect on accuracy, target reentry and Fitts' law's index of performance. We also found that target size had a significant effect on accuracy and target reentry. Measuring movement time at four different times (first entering target, last entering target, pressing button, releasing button) yielded the result tha Fitts' law models children well only for the first time they enter the target. Another interesting result was that using the adjusted index of difficulty (IDe) in Fitts' law calculations yielded lower linear regression correlation coefficients than using the unadjusted index of difficulty (ID). These results provide valuable guidelines for the design of graphical user interfaces for young children, in particular when it comes to sizing visual targets. They also suggest designers should adopt strategies to accommodate users with varying levels of skill. (UMIACS-2003-42) (HCIL-2003-16

    A Collaborative Digital Library for Children: A Descriptive Study of Children's Collaborative Behavior and Dialogue

    Get PDF
    Over the last three years, we have been developing a collaborative digital library interface where two children can collaborate using multiple mice on a single computer to access multimedia information concerning animals. This technology, called "SearchKids" leverages our lab's past work in co-present collaborative zoomable interfaces for young children. This paper describes the differences in children's collaborative behavior and dialogue when using two different software conditions to search for animals in the digital library. In this study, half the children had to "confirm" their collaborative activities (e.g., both children had to click on a given area to move to that area). The other half used an "independent" collaboration technique (e.g., just one mouse click allows the pair to move to that area). The participants in this study were 98 second and third grade children (ages 7-9 years old) from a suburban public elementary school in Prince George's County, Maryland. The children were randomly divided into two groups and paired with a classmate of the same gender. Each pair was asked to find as many items as possible from a list of 20 items given a limit of 20 minutes. Sessions were video taped and the first and last five minutes of each session were coded for discussion type and frequency. The results of our study showed distinct differences between groups in how children discussed their shared goals, collaborative tasks, and what outcomes they had in successfully finding multimedia information in the digital library. These findings suggest various ways educators might use and technologists might develop new collaborative technologies for learning. Keywords Children, Collaboration, Computer-Supported Collaborative Learning, Digital Libraries, Educational Applications, Single Display Groupware (SDG), SearchKids, Zoomable User Interfaces (ZUIs) (UMIACS-TR-2002-46) (HCIL-TR-2002-07

    Perspectives on gender and product design

    Get PDF
    International audienceInteractive technologies have a profound mediating effect on the way we obtain and contribute to knowledge, relate to each other and contribute to society. Often, "gender" is not a factor that is explicitly considered in the design of these technologies. When gender is considered, products are often designed with idealised models of gendered "users" -- designed for men, designed for women, designed for boys, designed for girls, or designed for the "average user" who could be male or female. However, the ways in which gender-bias or gender-neutrality are constructed in the design process and the resulting effect on the interactive artifacts that are produced is not well understood. This workshop will address what HCI is currently bringing, and can bring, to the table in addressing this issue
    • …
    corecore