Physical programming: designing tools for children to create physical interactive environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Children and emerging wireless technologies: investigating the potential for spatial practice
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An ecological approach to children's playground props
Proceedings of the 2006 conference on Interaction design and children
Personal and Ubiquitous Computing
HCI Remixed: Reflections on Works That Have Influenced the HCI Community
HCI Remixed: Reflections on Works That Have Influenced the HCI Community
Designing for children's physical play
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Key issues for the successful design of an intelligent, interactive playground
IDC '08 Proceedings of the 7th international conference on Interaction design and children
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Child-computer interaction designers are increasingly concerned with developing technologies that support and encourage physical activity in children in everyday indoor and outdoor settings. This trend mirrors commercial developments towards so-called exertion interfaces like the Nintendo®Wii™ that require full-body engagement. Physical health benefits aside, these types of interfaces present an important and underexplored design opportunity because they also engage children's spatial cognitive abilities. Can we harness this potential and design interfaces that support the development of spatial competence in children? To explore this question, the paper describes some of the cognitive and neural underpinnings of spatial competence as they relate to interaction design for children. With this background, I explore five interaction design examples: taking multiple perspectives on the environment, zooming in and out, estimating distances, experiencing motion, and encountering rich visual cues. These examples provide a starting point for new directions in designing exertion interfaces and ubiquitous computing interfaces for children that support different aspects of spatial cognitive development.