[1]
Investigating technology for children with selective mutism
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Manivannan, Ishwarya
/
Fails, Jerry Alan
Proceedings of ACM IDC'15: Interaction Design and Children
2015-06-21
p.259-262
© Copyright 2015 ACM
Summary: This study explores the lifestyles of children with Selective Mutism (SM) to
identify how to help children with SM communicate with those around them.
Parents of Selectively Mute (SM2) children were interviewed to understand the
challenges faced regarding SM and to examine why their children use technology.
Children with and without SM were also interviewed through drawings to
recognize their technology preferences. It was found that children frequently
use technology like tablets for entertainment purposes and sometimes for
interacting with others. Parents reported that their children become calm when
they use technology and believed that technology could be used to promote
speech. The findings from our study can act as a guide for speech-promoting
technology. These findings indicate that an ideal technology is one that is
inclusive and mobile and encourages stimulus fading and play therapy.
[2]
Including children in technology design processes: techniques and practices
Courses
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Druin, Allison
/
Fails, Jerry A.
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Guha, Mona Leigh
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1021-1022
© Copyright 2014 ACM
Summary: Children are fast becoming a large user-segment of new technologies in the
world. We believe that it is critical that the HCI community continue to lead
the way in supporting the best possible design of technology for children. To
this end, this course will offer a balance of traditional lecture and hands-on
design activities, and will cover techniques which balance the voices and
contributions of adults and children.
[3]
GeoTagger: a collaborative and participatory environmental inquiry system
Posters
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Fails, Jerry Alan
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Herbert, Katherine G.
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Hill, Emily
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Loeschorn, Christopher
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Kordecki, Spencer
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Dymko, David
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DeStefano, Andrew
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Christian, Zill
Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported
Cooperative Work and Social Computing
2014-02-15
v.2
p.157-160
© Copyright 2014 ACM
Summary: This note focuses on the motivation, approach, and the initial prototype
implementation of Geotagger: a collaborative participatory environmental
inquiry system. We situate the need for such a technology, and discuss related
work -- much of which is situated in the realm of citizen science. Our work
uniquely distinguishes itself from many other citizen science applications in
that it supports limited data collection and analysis, with the additional
benefit of supporting social interactions and engagement through conversations
about observed data. This is accomplished by creating friends and groups which
are collaborators in the observational inquiry process.
[4]
Methods and Techniques for Involving Children in the Design of New
Technology for Children
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Fails, Jerry Alan
/
Guha, Mona Leigh
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Druin, Allison
Foundations and Trends in Human-Computer Interaction
2013-12-05
v.6
n.2
p.85-166
© Copyright 2013 Authors
1. Introduction
2. Design Process and Goals
3. Brief Literature Survey: Involving Users in the Design Process
4. Methods of Designing with Children
5. Techniques for Designing with Children
6. Revisiting the Underlying Dimensions of Child Involvement
7. Future Trends in Designing Technology with Children
8. Conclusion
Summary: Children have participated in the design of technologies intended to be used
by children with varying degrees of involvement, using diverse methods, and in
differing contexts. This participation can be characterized as involving
children as users, testers, informants, or design partners. It is only
relatively recent that researchers around the world have begun to work more
substantively with children to design technologies for children. This monograph
synthesizes prior work involving children as informants and design partners,
and describes the emergence of participatory design methods and techniques for
children. We consider the various roles children have played in the design
process, with a focus on those that integrally involve children throughout the
process. We summarize and provide a pragmatic foundation for fellow researchers
and practitioners to use several methods and techniques for designing
technologies with and for children. In this monograph we relate the techniques
to the design goals they help fulfill. The monograph concludes with a
consideration of working with children in technology design processes as we
move into the twenty-first century.
[5]
Family and design in the IDC and CHI communities
Full Papers
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Isola, Sara
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Fails, Jerry Alan
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.40-49
© Copyright 2012 ACM
Summary: As members of the HCI community we strive to design technologies that will
benefit its intended users whether they are children, young adults, or older
adults. The focus of this paper is to survey research related to technologies
for families. In so doing we selected papers relating to technologies for
families from all nine years of Interaction Design and Children (IDC) community
(2003-2011) and then papers from the past 16 years of the larger Human Factors
in Computing Systems (CHI) community (1996-2011). We present a survey of the
design methods used in these papers. We identify trends in the technologies and
identify the need for further exploration in the realm of participatory design
for families.
[6]
Technology for today's family
Workshop summaries
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Fails, Jerry
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Guha, Mona Leigh
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Horn, Michael
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Isola, Sara
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2739-2742
© Copyright 2012 ACM
Summary: This workshop will bring together researchers from academia and industry for
a one-day workshop to promote a community focused on addressing the needs of
families by designing and developing family-centric interactive technologies.
Together we will weigh the gains made in the area of technologies for families
and brainstorm new technology directions and methods for designing technologies
for families.
[7]
Connecting generations: developing co-design methods for older adults and
children
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Xie, Bo
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Druin, Allison
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Fails, Jerry
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Massey, Sheri
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Golub, Evan
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Franckel, Sonia
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Schneider, Kiki
Behaviour and Information Technology
2012-04
v.31
n.4
p.413-423
© Copyright 2012 Taylor and Francis Group, LLC
Summary: As new technologies emerge that can bring older adults together with
children, little has been discussed by researchers concerning the design
methods used to create these new technologies. Giving both children and older
adults a voice in a shared design process comes with many challenges. This
paper details an exploratory study focusing on connecting generations through
cooperative design (co-design) methods that can enable idea construction and
elaboration to flourish. Design techniques were adapted that ranged from
low-tech prototyping and sticky-note feedback to distributed collaboration. The
critical finding in this research was that children and older adults need not
only time together to start the collaboration but also time apart to further
the collaboration at a distance. This case study research reports on how our
methods evolved and how others can apply these methods for their own work.
[8]
Content splitting & space sharing: collaboratively reading & sharing
children's stories on mobile devices
Projection and visualizations
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Fails, Jerry Alan
/
Druin, Allison
/
Guha, Mona Leigh
Proceedings of the 13th Conference on Human-computer interaction with mobile
devices and services
2011-08-30
p.361-370
© Copyright 2011 ACM
Summary: This paper addresses how children can collaborate by leveraging the ubiquity
of mobile devices. Specifically we investigate how children (ages 8-9) read and
share children's stories using two collaborative configurations: content
splitting and space sharing. Content splitting is where interface pieces (e.g.
words, pictures) are split between two or more devices. Space sharing is where
the same content (e.g. a document) is spread or shared across devices. The
results point to an overall preference for the content splitting configuration.
Supporting collaborative configurations on mobile devices can help overcome one
of the most significant usability issues these devices face -- their limited
screen space.
[9]
How Children Can Design the Future
Children and HCI
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Guha, Mona Leigh
/
Druin, Allison
/
Fails, Jerry Alan
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part IV: Users and Applications
2011-07-09
v.4
p.559-569
Keywords: Children; Cooperative Inquiry; Design Process; Education
Copyright © 2011 Springer-Verlag
Summary: Over the past 15 years, children have become more integrally involved in the
design of their technology. In this paper, we present the idea that design
partnering methods, specifically Cooperative Inquiry, used for designing
technology with children can and should now be extended into informal and
formal educational settings.
[10]
Paper vs. tablet computers: a comparative study using Tangible Flags
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Chipman, Gene
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Fails, Jerry Alan
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Druin, Allison
/
Guha, Mona Leigh
Proceedings of ACM IDC'11: Interaction Design and Children
2011-06-20
p.29-36
© Copyright 2011 ACM
Summary: Concurrent collaboration is a critical skill for cognitive and social
development. Tangible Flags is a system designed to facilitate collaboration
and exploration, and bridge the gap between the physical and the digital. The
system enables children to tag an item of interest in the real world with a
flag, scan the flag, and create a corresponding digital artifact on a tablet
computer. Another child can see the flag and its context, scan it, and view and
modify the digital artifact in a form of collaboration. This paper describes a
study that compares two Tangible Flag systems; a paper system and a tablet
computer system. The study identifies several collaborative advantages of using
the technology-based system, including increased awareness, more shared
experiences, and longer time participating in activities.
[11]
Mobile collaboration: collaboratively reading and creating children's
stories on mobile devices
Full papers
/
Fails, Jerry Alan
/
Druin, Allison
/
Guha, Mona Leigh
Proceedings of ACM IDC'10: Interaction Design and Children
2010-06-09
p.20-29
Keywords: children, collaboration, collaborative configurations, constructionism,
mobile devices, narrative systems, stories, user interfaces
© Copyright 2010 ACM
Summary: This paper discusses design iterations of Mobile Stories -- a mobile
technology that empowers children to collaboratively read and create stories.
We present the design and discuss the impact of different collocated
collaborative configurations for mobile devices including: content splitting
and space sharing. We share design experiences that illustrate how Mobile
Stories supports collaboration and mobility, and identify how the collocated
collaborative configurations are best suited for reading and sharing tasks. We
also identify how creative tasks foster more mobility and dynamic interactions
between collaborators.
[12]
Investigating the impact of design processes on children
Short papers (posters)
/
Guha, Mona Leigh
/
Druin, Allison
/
Fails, Jerry Alan
Proceedings of ACM IDC'10: Interaction Design and Children
2010-06-09
p.198-201
Keywords: children, cooperative inquiry, design processes
© Copyright 2010 ACM
Summary: While there is a wealth of information about children's technology and the
design processes used to create it, there is a dearth of information regarding
how the children who participate in these design processes may be affected by
their participation. In this paper, we motivate why studying this impact is
important and look at the foundation provided by past research that touches on
this topic. We conclude by briefly proposing methods appropriate for studying
the impact of the design process on the children involved.
[13]
How children search the internet with keyword interfaces
Input styles
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Druin, Allison
/
Foss, Elizabeth
/
Hatley, Leshell
/
Golub, Evan
/
Guha, Mona Leigh
/
Fails, Jerry
/
Hutchinson, Hilary
Proceedings of ACM IDC'09: Interaction Design and Children
2009-06-03
p.89-96
Keywords: children, internet, query formulation, search, search engine, search
results, typing
© Copyright 2009 ACM
Summary: Children are among the most frequent users of the Internet, yet searching
and browsing the web can present many challenges. Studies over the past two
decades on how children search were conducted with finite and pre-determined
content found in CD-ROM applications, online digital libraries, and web
directories. However, with the current popularity of the open Internet and
keyword-based interfaces for searching it, more critical analysis of the
challenges children face today is needed. This paper presents the findings of
our initial study to understand how children ages 7, 9, and 11 search the
Internet using keyword interfaces in the home. Our research has revealed that
although today's children have been exposed to computers for most of their
lives, spelling, typing, query formulation, and deciphering results are all
still potential barriers to finding the information they need.
[14]
Collocated mobile collaboration
Video showcase
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Fails, Jerry Alan
/
Druin, Allison
/
Guha, Mona Leigh
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.3495-3496
Keywords: collaboration, interaction, mobile phones, narratives
© Copyright 2009 ACM
Summary: Mobile devices have changed, and continue to shape, the world in which we
live. When these devices were first introduced they were most often used in
isolation to schedule appointments, take notes, play games, or view or edit
pictures and stories. The extent of the collaboration on these mobile devices
was to make phone calls, which has led to their worldwide distribution. Despite
their broad proliferation, there are limitations such as small screen size and
limited interaction space. We believe that by bringing devices and people
together, these limitations can be overcome. In this video submission, we
illustrate the potential of devices and people working together by showing how
children can collaboratively read and create stories using mobile devices and
exploit the shoulder-to-shoulder collaborative situation to share and expand
the interactive space.
[15]
EDITED BOOK
Mobile technology for children: designing for interaction and learning
/
Druin, Allison
2009
p.353
Morgan Kaufmann Publishers
Foreword: Water Jugs and Ringtones
+ Bellone, Jason
Introduction: Defining Mobile Technologies, Children and Learning
+ Druin, Allison
Section 1- The Landscape
1: How Mobile Technologies Are Changing the Way Children Learn (3)
+ Rogers, Yvonne
+ Price, Sara
2: Harnessing the Potential of Mobile Technologies for Children and Learning (23)
+ Shuler, Carly
+ Ching, Dixie
+ Lewis, Armanda
+ Levine, Michael H.
3: Pocket Rockets: The Past, Present and Future of Children's Portable Computing (43)
+ Buckleitner, Warren
4: Social Impacts of Mobile Technologies for Children: Keystone or Invasive Species? (63)
+ Hoadley, Christopher
5: A Disruption is Coming: A Primer for Educators on the Mobile Technology Revolution (83)
+ Soloway, Elliot
Section 2- Designing Mobile Technologies
6: Mobile Interaction Design Matters (101)
+ Jones, Matt
7: A Child's Mobile Digital Library: Collaboration, Community, and Change (125)
+ Fails, Jerry
+ Druin, Allison
+ Bederson, Ben
+ Weeks, Ann
+ Rose, Anne
8: Adding Space and Senses to Mobile World Exploration (147)
+ Silva, Maria Joao
+ Cristina, +
+ Gomes, Azevedo
+ Pestana, Bruno
+ Lopes, Joao Correia
+ Marcelino, Maria Jose
+ Gouveia, Cristina
+ Fonseca, Alexandra
9: LeapFrog Learning Design: Playful Approaches to Literacy, from LeapPad to the Tag Reading System (171)
+ Gray, Jim
+ Bulat, Jennae
+ Jaynes, Carolyn
+ Cunningham, Anne
10: Designing the Intel-Powered Classmate PC (195)
+ Morales, Ramon
Section 3- Learning and Use
11: Early OLPC Experiences in a Rural Uruguayan School (225)
+ Hourcade, Juan Pablo
+ Beitler, Daiana
+ Cormenzana, Fernando
+ Flores, Pablo
12: "It's Mine": Kids Carrying Their Culture Wherever They Go (245)
+ Guernsey, Lisa
13: Mobile Technologies in Support of Young Children's Learning (265)
+ Revelle, Glenda
14: Mobile Technologies for Parent-Child Relationships (285)
+ Yarosh, Svetlana
+ Davis, Hilary
+ Soderlund, Paulina Modlitba
+ Skov, Mikael
+ Vetere, Frank
15: Using Mobile Technology to Unite (for) Children (307)
+ Fabian, Christopher
+ Kochi, Erica
16: Designing the Future (329)
+ Read, Janet
+ Druin, Allison
[16]
Designing with and for children with special needs: an inclusionary model
Workshop: Designing for children with special needs
/
Guha, Mona Leigh
/
Druin, Allison
/
Fails, Jerry Alan
Proceedings of ACM IDC'08: Interaction Design and Children
2008-06-11
p.61-64
© Copyright 2008 ACM
Summary: In order to design for children with special needs, we need to design with
children with special needs. The inclusionary model proposed in this paper
suggests that appropriate involvement of children with special needs in the
design process begins with the level of involvement a team expects from
children, and is additionally influenced by the nature and severity of the
child's disability and the availability and intensity of support available to
the child.
[17]
Mobile collaboration for young children
Doctoral consortium
/
Fails, Jerry Alan
Proceedings of ACM IDC'07: Interaction Design and Children
2007-06-06
p.181-184
© Copyright 2007 ACM
Summary: Social interaction and collaboration are essential to the emotional and
cognitive development of young children [40]. Constructionism [32] is a
learning theory where children learn as they build or construct a public
artifact. Creative activities that promote collaboration, especially those
based on principles of constructionism, provide enhanced learning opportunities
for young children. Mobile devices can support the learning experience as
children can create artifacts in various contexts. The proposed research
incorporates collaboration, constructionism, children, stories and mobile
technologies; specifically investigating developmentally appropriate interfaces
to support mobile collaboration for young children.
[18]
A case study of tangible flags: a collaborative technology to enhance field
trips
Outdoors and ubiquity
/
Chipman, Gene
/
Druin, Allison
/
Beer, Dianne
/
Fails, Jerry Alan
/
Guha, Mona Leigh
/
Simms, Sante
Proceedings of ACM IDC'06: Interaction Design and Children
2006-06-07
p.1-8
© Copyright 2006 ACM
Summary: This paper describes research that investigates the use of a technology
designed to support young children's collaborative artifact creation in outdoor
environments. Collaboration while creating knowledge artifacts is an important
part of children's learning, yet it can be limited while exploring outdoors.
The construction of a joint representation often occurs in the classroom after
the experience, where further investigation and observation of the environment
is not possible. This paper describes a research study where collaborative
technology was developed, used by children, and evaluated in an authentic
setting -- a U.S. National Park.
[19]
Child's play: a comparison of desktop and physical interactive environments
/
Fails, Jerry Alan
/
Druin, Allison
/
Guha, Mona Leigh
/
Chipman, Gene
/
Simms, Sante
/
Churaman, Wayne
Proceedings of ACM IDC'05: Interaction Design and Children
2005-06-08
p.48-55
© Copyright 2005 ACM
Summary: The importance of play in young children's lives cannot be minimized. From
teddy bears to blocks, children's experiences with the tools of play can impact
their social, emotional, physical, and cognitive development. Today, the tools
of play include desktop computers and computer-enhanced physical environments.
In this paper, we consider the merits of desktop and physical environments for
young children (4-6 years old), by comparing the same content-infused game in
both contexts. Both quantitative and qualitative methods are used for data
collection and analysis.
[20]
ScreenCrayons: annotating anything
Document interaction
/
Olsen, Dan R., Jr.
/
Taufer, Trent
/
Fails, Jerry Alan
Proceedings of the 2004 ACM Symposium on User Interface Software and
Technology
2004-10-24
p.165-174
© Copyright 2004 ACM
Summary: ScreenCrayons is a system for collecting annotations on any type of document
or visual information from any application. The basis for the system is a
screen capture upon which the user can highlight the relevant portions of the
image. The user can define any number of topics for organizing notes. Each
topic is associated with a highlighting "crayon." In addition the user can
supply annotations in digital ink or text. Algorithms are described that
summarize captured images based on the highlight strokes so as to provide
overviews of many annotations as well as being able to "zoom in" on particular
information about a given note and the context of that note.
[21]
Mixing ideas: a new technique for working with young children as design
partners
/
Guha, Mona Leigh
/
Druin, Allison
/
Chipman, Gene
/
Fails, Jerry Alan
/
Simms, Sante
/
Farber, Allison
Proceedings of ACM IDC'04: Interaction Design and Children
2004-07-01
p.35-42
© Copyright 2004 ACM
Summary: This paper sets forth a new technique for working with young children as
design partners. Mixing ideas is presented as an additional Cooperative Inquiry
design technique used to foster effective collaboration with young children
(ages 4-6). The method emerged from our work with children on the Classroom of
the Future project at the University of Maryland. A case study of this work is
presented along with the implications of this method for future research.
[22]
A design tool for camera-based interaction
Camera-based input and video techniques
/
Fails, Jerry
/
Olsen, Dan
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003-04-05
v.1
p.449-456
© Copyright 2003 ACM
Summary: Cameras provide an appealing new input medium for interaction. The creation
of camera-based interfaces is outside the skill-set of most programmers and
completely beyond the skills of most interface designers. Image Processing with
Crayons is a tool for creating new camera-based interfaces using a simple
painting metaphor. A transparent layers model is used to present the designer
with all of the necessary information. Traditional machine learning algorithms
have been modified to accommodate the rapid response time required of an
interactive design tool.
[23]
Interactive machine learning
Full Technical Papers
/
Fails, Jerry Alan
/
Olsen, Dan R., Jr.
Proceedings of the 2003 International Conference on Intelligent User
Interfaces
2003-01-12
p.39-45
© Copyright 2003 ACM
Summary: Perceptual user interfaces (PUIs) are an important part of ubiquitous
computing. Creating such interfaces is difficult because of the image and
signal processing knowledge required for creating classifiers. We propose an
interactive machine-learning (IML) model that allows users to train,
classify/view and correct the classifications. The concept and implementation
details of IML are discussed and contrasted with classical machine learning
models. Evaluations of two algorithms are also presented. We also briefly
describe Image Processing with Crayons (Crayons), which is a tool for creating
new camera-based interfaces using a simple painting metaphor. The Crayons tool
embodies our notions of interactive machine learning.
[24]
Light widgets: interacting in every-day spaces
Full Papers
/
Fails, Jerry Alan
/
Olsen, Dan, Jr.
Proceedings of the 2002 International Conference on Intelligent User
Interfaces
2002-01-13
p.63-69
© Copyright 2002 ACM
Summary: This paper describes a system for ubiquitous interaction that does not
require users to carry any physical devices. In this system, the environment is
instrumented with camera/processor combinations that watch users while
protecting their privacy. Any visible surface can be turned into an interactive
widget triggered by skin-colored objects. Light widgets are tied to the XWeb
cross-modal interaction platform to empower them with interactive feedback.