DisCo: a co-design online tool for asynchronous distributed child and adult design partners

  • Authors:
  • Greg Walsh;Allison Druin;Mona Leigh Guha;Elizabeth Bonsignore;Elizabeth Foss;Jason C. Yip;Evan Golub;Tamara Clegg;Quincy Brown;Robin Brewer;Asmi Joshi;Richelle Brown

  • Affiliations:
  • University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD;University of Maryland, Hornbake Bldg, South Wing, College Park, MD

  • Venue:
  • Proceedings of the 11th International Conference on Interaction Design and Children
  • Year:
  • 2012

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Abstract

Face-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible especially when designing for a multinational audience. This paper reports on the prototype design process of DisCo, a computer-based design tool that enables intergenerational co-designers to collaborate online and asynchronously while being geographically distributed. DisCo contains tools that enable the designers to iterate, annotate, and communicate from within the tool. This tool was used to facilitate distributed co-design. We learned that children were less forgiving of their inability to draw on the computer than on paper, and they formed small, intergenerational design teams at their own locations when the technology did not work as they expected.