Children as our technology design partners
The design of children's technology
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Feetup: a playful accessory to practice social skills through free-play experiences
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
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Health experts are worried about the increase in the number of overweight children and the decrease in activity levels among this age group. This project explores the possibilities of using interactive toys and social interaction in encouraging children to become more physically active. To arrive at the final concept, research was conducted into the factors that encourage and discourage physically active play in children. Based on that knowledge, four key elements were used to develop the product: fantasy, social interaction, surmounting physical and cultural barriers and inspirational factors. The project resulted in a cuddly toy that stimulates young children aged 4---8 to care for it through their own physical actions. First limited tests indicated that children appreciated and understood the toys' key elements, and suggest that it could be possible to use interactive toys and social interaction to change behaviour with regard to physical activity.