Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Human-computer interaction for kids
The human-computer interaction handbook
Creative Mind: Myths and Mechanisms
Creative Mind: Myths and Mechanisms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Evaluating computer game concepts with children
Proceedings of the 2004 conference on Interaction design and children: building a community
Computers in Human Behavior
Journal of Biomedical Informatics
CARSS: A Framework for Learner-Centred Design with Children
International Journal of Artificial Intelligence in Education
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Usability - Context, framework, definition, design and evaluation
Interacting with Computers
Using probes to create child personas for games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
User-centered research in the early stages of a learning game
Proceedings of the Designing Interactive Systems Conference
Designing children's digital games on nutrition with playability heuristics
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Child-centered game development (CCGD): developing games with children at school
Personal and Ubiquitous Computing
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In this article we describe the CALSIUM framework to elicit children's contributions and perspectives in the design of an online game for enhancing social skills of children. This study advocates a participatory design approach that emphasizes the active involvement of users at the early part of the design process. The children play-tested the game prototype and participated in focus group discussions. Using storyboarding, a low-fidelity prototyping technique, they developed design concepts and ideas which were translated into design directions for the development of the game. The data collected were used to glean insights into the likes and dislikes of children and to analyze the opportunities and challenges in engaging children as users, testers, informants, and design partners. Besides stretching children's creativity and critical thinking on the game design, the children's cognitive understanding of social knowledge was enhanced, evident from the design artifacts produced.