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GeneyTM: designing a collaborative activity for the palmTM handheld computer

Published: 01 March 2001 Publication History

Abstract

This paper describes a project to explore issues surrouding the development of a collaborative handheld educational application for children. A user-centered, iterative design process was used to develop GeneyTM, a collaborative problem solving application to help children explore genetic concepts using PalmTM handheld computers. The design methodology utilized mock-ups of representative tasks and scenarios, pre-design meetings with targets users, prototype development, and feedback sessions with target users. The results of this work identify an effective way of utilizing handheld computers for collaborative learning and provide important insights into the design of handheld applications for children. This work also illustrates the necessity of user-centered design when new user groups are targeted, especially when novel user interface paradigms are employed that go beyond current windows-based interfaces.

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Published In

cover image ACM Conferences
CHI '01: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
March 2001
559 pages
ISBN:1581133278
DOI:10.1145/365024
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 March 2001

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Author Tags

  1. CSCL
  2. CSCW
  3. PDAs
  4. children
  5. education
  6. genetics
  7. handheld computing
  8. user-centered design

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CHI '01 Paper Acceptance Rate 69 of 352 submissions, 20%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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  • (2020)Designing to engage children in monitoring indoor air qualityProceedings of the Interaction Design and Children Conference10.1145/3392063.3394395(323-334)Online publication date: 21-Jun-2020
  • (2019)A Framework of Touchscreen Interaction Design Recommendations for Children (TIDRC)Proceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323149(419-431)Online publication date: 12-Jun-2019
  • (2017)Usability of mobile learning applications: a systematic literature reviewJournal of Computers in Education10.1007/s40692-017-0093-65:1(1-17)Online publication date: 12-Oct-2017
  • (2016)The Effect of Dyadic Interactions on Learning Rotate Gesture for Technology-Naïve Older AdultsProceedings of the International Symposium on Interactive Technology and Ageing Populations10.1145/2996267.2996277(99-108)Online publication date: 20-Oct-2016
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  • (2015)Research on Virtual Item Purchase Intention in Taking Part in Mobile Device Games: Taking the Middle and Old Aged Players for ExampleHCI in Business10.1007/978-3-319-20895-4_30(324-334)Online publication date: 21-Jul-2015
  • (2014)ThaddeusProceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational10.1145/2639189.2639237(41-50)Online publication date: 26-Oct-2014
  • (2014)EasyLexia: A Mobile Application for Children with Learning DifficultiesProcedia Computer Science10.1016/j.procs.2014.02.02527(218-228)Online publication date: 2014
  • (2013)Holy smartphones and tablets, Batman!Proceedings of the 11th Asia Pacific Conference on Computer Human Interaction10.1145/2525194.2525205(63-72)Online publication date: 24-Sep-2013
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