interactions
Peek-a-drawer: communication by furniture
CHI '02 Extended Abstracts on Human Factors in Computing Systems
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Supporting the distributed family: the need for a conversational context
Proceedings of the third Nordic conference on Human-computer interaction
Child's play: computer games, theories of play and children's development
CRPIT '03 Proceedings of the international federation for information processing working group 3.5 open conference on Young children and learning technologies - Volume 34
Age invaders: social and physical inter-generational family entertainment
CHI '06 Extended Abstracts on Human Factors in Computing Systems
A magic box for understanding intergenerational play
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
ec(h)o: situated play in a tangible and audio museum guide
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Design of an instrument for the evaluation of communication technologies with children
Proceedings of the 9th International Conference on Interaction Design and Children
Building sensitising terms to understand free-play in open-ended interactive art environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
All You Need is Love: Current Strategies of Mediating Intimate Relationships through Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Towards a questionnaire for measuring affective benefits and costs of communication technologies
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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This paper reports on the design process and iterative development of two tangible artefacts that aim to encourage and explore playful interactions and dialogues between grandchildren and grandparents living at separate locations. These designed prototypes respond to the Magic Box which is a cultural probe specifically created to explore playful activity at-a-distance in a non-electronic way. This paper reports on the process of project definition, technical design requirements, scenario creation and iterative prototype development. We interpret the ethnographic data from the Magic Box research; we develop activity scenarios to describe potential activities; and we design and develop working interaction prototypes to be tested in the field in future studies.