Formative design evaluation of superbook
ACM Transactions on Information Systems (TOIS)
Cooperative inquiry: developing new technologies for children with children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The role of usability research in designing children's computer products
The design of children's technology
Kids as informants: telling us what we didn't know or confirming what we knew already?
The design of children's technology
Children as our technology design partners
The design of children's technology
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Designing a digital library for young children
Proceedings of the 1st ACM/IEEE-CS joint conference on Digital libraries
From the Visual Book to the WEB Book: The Importance of Good Design
ECDL '00 Proceedings of the 4th European Conference on Research and Advanced Technology for Digital Libraries
Evaluating Electronic Textbooks: A Methodology
ECDL '01 Proceedings of the 5th European Conference on Research and Advanced Technology for Digital Libraries
Designing Usable Electronic Text, Second Edition
Designing Usable Electronic Text, Second Edition
Interfaces for staying in the flow
Ubiquity
A review of research methods in children's technology design
Proceedings of the 2005 conference on Interaction design and children
Using the fun toolkit and other survey methods to gather opinions in child computer interaction
Proceedings of the 2006 conference on Interaction design and children
A Fast Pace Method for Involving Children in Edutainment-Technology Design
ACHI '08 Proceedings of the First International Conference on Advances in Computer-Human Interaction
Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology
Cognition, Technology and Work
What is user engagement? A conceptual framework for defining user engagement with technology
Journal of the American Society for Information Science and Technology
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
interactions - Designing games: why and how
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '11 Extended Abstracts on Human Factors in Computing Systems
BooksOnline'11: 4th workshop on online books, complementary social media, and crowdsourcing
Proceedings of the 20th ACM international conference on Information and knowledge management
Understanding reading experience to inform the design of ebooks for children
Proceedings of the 11th International Conference on Interaction Design and Children
Let's learn!: enhancing user's engagement levels through passive brain-computer interfaces
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Electronic books are gaining in popularity, but their potential is not fully exploited yet. This is especially true for children eBooks. HEBE (Highly Engaging eBook Experiences) project, aims to actively involve children in the design of a new concept of electronic book that enables the reader to "get lost" in it, namely to enable a new, highly engaging, reading experience. From literature review emerged that no (or very few) research has been held about immersive reading in a digital environment, while there are many studies about user engagement with technology. In this paper we propose a theoretical framework, derived from Csikszentmihalyi's flow theory, to be used for assessing the level of engagement of digital reading experiences. Early outcomes we obtained through preliminary qualitative inquiry and a research plan describing future directions of the work are then presented.