KidPad: a design collaboration between children, technologists, and educators
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Digital manipulatives: new toys to think with
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cooperative inquiry: developing new technologies for children with children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The design of children's technology
The design of children's technology
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Finding design qualities in a tangible programming space
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards a new set of ideals: consequences of the practice turn in tangible interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Tangibles in the balance: a discovery learning task with physical or graphical materials
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Inspirational bits: towards a shared understanding of the digital material
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Journal of the American Society for Information Science and Technology
Magical Bits: designing through experiencing the future end product
Procedings of the Second Conference on Creativity and Innovation in Design
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In this paper we propose a way to motivate children to learn about science by creating a design process scenario where the children are the designers who have to learn about the material provided for their new products. The material in this case is technology embedded in the children's own toys, two of the main sensors of the video game console Nintendo Wii; the accelerometer and the IR sensor. Through embodied interactions with analogue physical models, in activities called Sciensations, we want to encourage a deeper understanding of the functioning of the technology and also of some related natural science phenomena. An elementary school class of twenty-five students in ages 10--11 was studied while engaged in a design process that ran from startup to prototype evaluation. The resulting design concepts showed several innovative usages of the sensing technologies that indicates an understanding both of the technology and the corresponding natural phenomena. The activities also encouraged discussions and reflections around these abstract concepts.