Proceedings of the 11th Conference on Advances in Computer Entertainment Technology 2014
DOI: 10.1145/2663806.2663867
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Participatory design methods to define educational goals for full-body interaction

Abstract: The paper presents an exploratory study aimed toward including children in the design of an Interactive Learning Environment based on Full-Body Interaction. The study proposes a method based on using Participatory Design techniques to analyze core meanings and misconceptions of children. The aim is to identify appropriate learning goals and to define concepts capable of bridging between children's knowledge and novel contents. Furthermore, it explores a novel approach aimed at fostering design methods suitable… Show more

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Cited by 13 publications
(10 citation statements)
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“…Finally, our experience in leading Participatory Design workshops and in teaching HCI, showed us the importance of putting "experience-first" in the design process. Specifically, we noticed that both adults and children came out with better design ideas for Embodied Interaction when they use methods and techniques oriented toward investigating the phenomenological and sensual dimensions of experience instead of starting the design from abstract concepts [28,34]. These observations, again, strengthen our position in favor of phenomenological approaches to EIEs.…”
Section: A Framework For Non-task-oriented Embodied Interaction Envirmentioning
confidence: 67%
“…Finally, our experience in leading Participatory Design workshops and in teaching HCI, showed us the importance of putting "experience-first" in the design process. Specifically, we noticed that both adults and children came out with better design ideas for Embodied Interaction when they use methods and techniques oriented toward investigating the phenomenological and sensual dimensions of experience instead of starting the design from abstract concepts [28,34]. These observations, again, strengthen our position in favor of phenomenological approaches to EIEs.…”
Section: A Framework For Non-task-oriented Embodied Interaction Envirmentioning
confidence: 67%
“…Previous studies [17] have indicated that the FUBILE facilitated children's understanding of the elements and rules of the ecosystem. Nevertheless, children still had some difficulties to grasp the relationships between the different elements in the environment.…”
Section: The Ecosystem Projectmentioning
confidence: 98%
“…So far few studies have been devoted to exploring bodily-based techniques when children are incorporated in the design process [9,17]. Research in Full-Body Interaction aimed at the investigation of child-generated gestures commonly relies on traditional usability testing and observations while children interact with the prototype [5,10].…”
Section: Related Workmentioning
confidence: 99%
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“…However, this approach has hardly been used with children [4]. In previous studies [12] we explored theater practice as warm-up activity to facilitate children in the design of games that incorporate the specific features of the Full-Body Interaction paradigm. Despite this bodilybased training, our results indicated that children tended to describe interaction design ideas related to devicebased gestures (such as point, click, drag and drop) as opposed to using full-body movements.…”
Section: Introductionmentioning
confidence: 99%