Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Designing a mobile user interface for automated species identification
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 7th ACM/IEEE-CS joint conference on Digital libraries
Explore! possibilities and challenges of mobile learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing digital games for rural children: a study of traditional village games in India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile media in the social fabric of a kindergarten
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Children's roles using keyword search interfaces at home
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Layered elaboration: a new technique for co-design with children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Divining a Digital Future: Mess and Mythology in Ubiquitous Computing
Divining a Digital Future: Mess and Mythology in Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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We present a mobile phone based cricket game for improving the spoken English pronunciation of school children designed and tested within a specific socio-cultural context in rural India, the Mewat district of Haryana State. The development of the game concept was informed by a field study, which identified the cultural restrictions respected by the community as well community interests and motivations. The game was accessible using a low-end mobile phone and evaluated with a group of 63 students from classes 4 and 5 of a rural school. The results suggest that the cricket game can be effectively used to engage students and to improve their spoken English skills in the given setting. Further, the game serves as an informative example of how factors impacting the acceptability and appropriation of a technology in a particular setting can be taken into account from the very beginning of the design process.