36 research outputs found
âApps that make things, not apps that do thingsâ: appropriation and assistive learning technologies.
This paper describes three initial case studies of software use by teachers to support learners with special educational needs. In each case, the teachers were observed to be appropriating the software in ways that went beyond the intended use of the technologies. Appropriation has been previously explored as a positive process that provides benefits to users, yet these cases suggest that there may be specific benefits of appropriation for teachers in this context, and this is worthy of deeper investigation in the future
PLU-E: a proposed framework for planning and conducting evaluation studies with children.
While many models exist to support the design process of a software development project, the evaluation process is far less well defined and this lack of definition often leads to poorly designed evaluations, or the use of the wrong evaluation method. Evaluations of products for children can be especially complex as they need to consider the different requirements and aims that such a product may have, and often use new or developing evaluation methods. This paper takes the view that evaluations should be planned from the start of a project in order to yield the best results, and proposes a framework to facilitate this. This framework is particularly intended to support the varied and often conflicting requirements of a product designed for children, as defined by the PLU model, but could be adapted for other user groups
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As useful as a bicycle to a fish: exploration versus constraint in creativity
New genetic loci link adipose and insulin biology to body fat distribution.
Body fat distribution is a heritable trait and a well-established predictor of adverse metabolic outcomes, independent of overall adiposity. To increase our understanding of the genetic basis of body fat distribution and its molecular links to cardiometabolic traits, here we conduct genome-wide association meta-analyses of traits related to waist and hip circumferences in up to 224,459 individuals. We identify 49 loci (33 new) associated with waist-to-hip ratio adjusted for body mass index (BMI), and an additional 19 loci newly associated with related waist and hip circumference measures (PÂ <Â 5Â ĂÂ 10(-8)). In total, 20 of the 49 waist-to-hip ratio adjusted for BMI loci show significant sexual dimorphism, 19 of which display a stronger effect in women. The identified loci were enriched for genes expressed in adipose tissue and for putative regulatory elements in adipocytes. Pathway analyses implicated adipogenesis, angiogenesis, transcriptional regulation and insulin resistance as processes affecting fat distribution, providing insight into potential pathophysiological mechanisms
The Case for Mobile Devices as Assistive Learning Technologies: A Literature Review
Mobile devices are often promoted by the media as being able to offer great benefits for users with special educational needs by supporting and enabling learning. However, there is a strong call from the research community for more evidence-based solutions in the field of Assistive Technologies (AT), so there is a need to carefully consider evidence from existing research. This paper presents results from a large-scale interdis- ciplinary literature review on assistive technologies, exploring the case for using mobile devices as learning support tools. The review suggests that research findings support this, showing benefits through app avail- ability, portability, sensing and multi-touch capabilities, and their use as mainstream and personal devices. However, cautions can also be found, including needing to consider individualsâ specific needs and desires and the constraints and practices of the educational contexts they are situated in
Instantiating Your Imagination: Creativity across different levels of reality
Virtual reality offers a bridge between what is physical and what is imagined, which allows opportunities for designers to explore alternatives that would not be feasible in the physical world. This position paper aims to address the issue of whether this manipulation of constraints is likely to be beneficial to their overall creativity, and looks at the effectiveness of popular systems such as Second Life for supporting creative design
Touch-screen Technology for Children: Giving the Right Instructions and Getting the Right Responses
While devices such as iPhones, iPads and Surface tables enable a wide range of interaction possibilities, we do not yet have a set of widely understood terminology that conveys the new and unfamiliar touch-screen gestures required for interaction. In this paper we explore terminology for touch-screen gestures and in particular the implications for child users. An initial study exploring touch-screen language with 6-7 year-olds is presented as an illustration of some of the key problems that designers need to be aware of. The children were able to perform a range of touch-screen gestures and transfer metaphors from other contexts but mistakes were observed. From this study we present a set of suggestions as to how designers of touch-screen applications can support children more effectively
Designing the ârecordâ button: Using childrenâs understanding of icons to inform the design of a musical interface
While standard icons often exist for common tasks, it can
be difficult to design meaningful icons for non-standard
tasks. Following a desire to build a music application that
does not rely on text, this paper explores suitable iconic
representations for a ârecord musicâ function on a mobile
device. A study was carried out with primary school
children (aged 8-10) to explore their current understanding
of icons and elicit their requirements. It was seen that they
were familiar with common icons, but that audio recording
remains a difficult concept to represent in iconic fashion