Today's technologies are shaping the way our children live, learn, and play. Therefore, it is critical that we understand the impact these new tools can have on young people. It is also important that we use this understanding to change technology to better support children in all that they do.Children are active, mobile, social beings who want to explore their environment and learn about it with friends, parents, and teachers. They want to be authors, builders, and artists who share their creations with loved ones and with the world. They need their learning experiences to be meaningful, and motivating. They look for opportunities to collaborate, ask questions, and share ideas. Technologies can provide a wealth of meaningful new experiences and support children's explorations into the neighborhood and the universe. Innovative tools can also foster communication and collaboration with other children and adults in the same room or half way across the world.With these opportunities, technology innovations also bring us profound challenges. All too often, new technologies are expected to magically transform how children learn. This is not the case, as Seymour Papert, one of our conference keynote speakers points out, "I think technology serves as a Trojan horse... but in the real story of the Trojan horse, it wasn't the horse that was effective, it was the soldiers inside the horse. And the technology is only going to be effective in changing education if you put an army inside it which is determined to make that change once it gets through the barrier." (http://www.papert.org/articles/GhostInTheMachine.html)It is this relationship between people and the tools we invent, that this conference highlights. The 3rd International Conference for Interaction Design and Children (IDC 2004) focuses on emerging new technologies, the impact of these technologies, and the process of innovating. It brings together researchers and practitioners from all over the world who share an interest in children's interaction with technologies. It is a forum to share the latest research in this field, as well as an unmatched opportunity to meet and communicate with colleagues. The theme of the conference reflects its main goal: "Building a Community". We believe that an active research community, where ideas are exchanged, and partnerships flourish will serve children best. These Proceedings reflect the international nature of the community as well as its growing development through papers, demonstrations, posters, and doctoral consortium abstracts.
Ambient wood: designing new forms of digital augmentation for learning outdoors
- Y. Rogers,
- S. Price,
- G. Fitzpatrick,
- R. Fleck,
- E. Harris,
- H. Smith,
- C. Randell,
- H. Muller,
- C. O'Malley,
- D. Stanton,
- M. Thompson,
- M. Weal
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue ...
Teaching rhetorical skills with a tangible user interface
We describe Webkit, an application which uses a large-screen graphical user interface and a tangible user interface to teach children important rhetorical skills. We discuss our evaluation of this application and possible future directions for computer-...
Tangible ideas for children: materials sciences as the future of educational technology
Traditionally, the notion of "educational technology" has been equated with "educational computing". While computer technology is, and will continue to be, a central focus of educational technology, its importance is likely to be rivaled in the coming ...
Wizard of Oz prototyping of computer vision based action games for children
This paper describes the use of the Wizard of Oz (WOz) method in the design of computer vision based action games controlled with body movements. A WOz study was carried out with 34 children of ages 7 to 9 in order to find out the most intuitive ...
Mixing ideas: a new technique for working with young children as design partners
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 ...
Usability testing with young children
This paper discusses two aspects of usability testing with children: First, the problems uncovered by children who have worked with the software for some time, experts, are compared with the problems uncovered by novices. Second, the suitability of ...
Evaluating computer game concepts with children
This paper describes exploratory research on how to evaluate concepts for new computer games with small samples of eight- and nine-year-old children. There were two phases to the research, one to validate the methodology with existing games and one to ...
Children's narrative development through computer game authoring
Recent research into the educational applications of computer games has focused on the skills which children can develop while playing games. Various benefits of computer game playing have been recorded, such as increased motivation; development of ...
Designing sound tools and toys for blind and visually impaired children
In this paper, we highlight the issue of integrating the audio and tactile sensory experience into the design process of toys and computer games. Our approach is to address and incorporate design issues for the sensory impaired at the beginning of the ...
Read-It: five-to-seven-year-old children learn to read in a tabletop environment
- R. J. W. Sluis,
- I. Weevers,
- C. H. G. J. van Schijndel,
- L. Kolos-Mazuryk,
- S. Fitrianie,
- J. B. O. S. Martens
Augmented tabletops can be used to create multi-modal and collaborative environments in which natural interactions with tangible objects that represent virtual (digital) information can be performed. Such environments are considered potentially ...
Requirements for the design of a handwriting recognition based writing interface for children
This paper describes how the design of a novel writing interface for children was informed by requirements gathering. The derivation of a set of system requirements from observations of children using early prototypes of the interface and from modelling ...
Supporting sociable literacy in the international children's digital library
- Nancy Kaplan,
- Yoram Chisik,
- Kendra Knudtzon,
- Rahul Kulkarni,
- Stuart Moulthrop,
- Kathryn Summers,
- Holly Weeks
As each generation of children grows up in a world shaped by the affordances available to them in both physical and digital environments, their expectations of tools to support changing literacy practices make new demands on technologists and designers. ...
Supporting children's emotional expression and exploration in online environments
Children are routinely exposed to adult-oriented news and current events. Outside of their families, they rarely have forums in which they can explore and express their reactions to and feelings about these events. This paper introduces OutBurst (<u>...
What's so "new" about "new media?": comparing effective features of children's educational software, television, and magazines
Often, researchers use data from past studies to inform the design of current products, However, whereas these "past studies" typically include prior usability tests and other formative research on interactive technology, they often do not include ...
A comparison of think-aloud and post-task interview for usability testing with children
We describe an experimental study of different strategies for obtaining verbalization data, when conducting a usability test with children. Two software products were evaluated by 25 children of ages 9-11, at their school, using think aloud and post-...
Force feedback and student reasoning
The primary purpose of this case study was to examine whether force feedback within a computer simulation had an effect on reasoning by fifth grade students about concepts of gravity, mass, force, and motion. This study used a computer-based paddleball ...
Chemation: classroom impact of a handheld chemistry modeling and animation tool
This study introduces Chemation, a handheld application developed for middle school students learning chemistry concepts. We report on an initial study to examine the impact of Chemation on classroom activities and determine the added value over ...
Designing software for young children: theoretically grounded guidelines
This poster describes a research project aiming to formulate a set of guidelines for designing software for children aged five to six. The primary research method is a comprehensive literature study that will cover two research disciplines, namely ...
Computer games authored by children: a multi-perspective evaluation
The effects of games on learning and skill development are being examined by a number of researchers [1], although with the notable exception of Kafai [3], much research places children in the role of game consumers. In line with a constructionist ...
Using storyboards to guide virtual world design
This poster considers the use of storyboards, in a classroom setting with children in the 8-12 age group. The storyboarding method allowed children to both generate and evaluate scenarios for a virtual world populated by synthetic characters for ...
The organization of inventing and prototyping activities with children as design partners
One component of cooperative inquiry partners children and adults in the design of new technology. An ethnomethodological perspective will be used to analyze existing ethnographies of children as design partners. This analysis will generate questions ...
Programming environments for young learners: a comparison of their characteristics and students' use
In this poster, I present findings from a descriptive case study investigating the use of two computer-based programming environments (CPEs), Microworlds™ Logo (MW) and Stagecast Creator™ (SC) as tools for collaborative fifth grade modeling in science. ...
Preschoolers' moral judgments: distinctions between realistic and cartoon-fantasy transgressions
One aspect of children's moral development yet to be adequately addressed in the literature concerns how preschoolers' perceptions of fantasy-based events, particularly moral transgressions presented in televised cartoon violence, are interpreted from a ...
The diary of the future: defining a self-documentation system with child design partners
This poster presents the early stages of developing a new self-documentation application for children ages 10-13.
Designing an augmented reality board game with children: the battleboard 3D experience
This demo shows BattleBoard 3D which is an Augmented Reality (AR) based game prototype featuring the use of LEGO for the physical and digital pieces. Design concepts, the physical setting and, user interface for the game is illustrated and described. ...
CODACHROME: a system for creating interactive electronic jewelry for children
CodaChrome is an interactive system for children to design and create their own electronic jewelry using both digital and traditional craft materials. Specifically, it describes the software and hardware components used for the jewelry design activity, ...
The child-engineering of arithmetic in ToonTalk
Providing a child-appropriate interface to an arithmetic package with large numbers and exact fractions is surprisingly challenging. We discuss solutions to problems ranging from how to present fractions such as 1/3 to how to deal with numbers with tens ...
Towards a new kind of computational manipulative: children learning math and designing quilts with manipulatives that afford both
DigiQuilt is a software system intended to allow children to design patchwork quilt blocks in the context of learning about symmetry and fractions. It combines the benefits of virtual manipulatives and learning through design. In the following pages, we ...
Chemation: a handheld chemistry modeling and animation tool
- Lisa Ann Scott,
- Robert Zimmerman,
- Hsin-Yi Chang,
- Mary Heitzman,
- Joseph Krajcik,
- Kate Lynch McNeill,
- Chris Quintana,
- Elliot Soloway
Chemation, a simple 2-D modeling and animation tool for handhelds (e.g., PalmOS computers), was developed to help teach important chemistry concepts, such as chemical reaction, conservation of mass, and the particulate nature of matter (as specified in ...
The Icicle programming environment
Icicle is a programming environment that allows children to produce games and simulations. It features programmable objects that have more realistic behaviour than those in similar systems and uses a parallel production system approach to programming.
- Proceedings of the 2004 conference on Interaction design and children: building a community