Reflections on participatory design: lessons from the trillium experience
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability inspection methods
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM 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
Children as designers, testers, and evaluators of educational software
The design of children's technology
The design of personal mobile technologies for lifelong learning
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Classroom collaboration in the design of tangible interfaces for storytelling
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
Mixing ideas: a new technique for working with young children as design partners
Proceedings of the 2004 conference on Interaction design and children: building a community
Requirements for the design of a handwriting recognition based writing interface for children
Proceedings of the 2004 conference on Interaction design and children: building a community
Mission from Mars: a method for exploring user requirements for children in a narrative space
Proceedings of the 2005 conference on Interaction design and children
Broadening children's involvement as design partners: from technology to
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Warp speed design: a rapid design method for use with children
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Understanding and designing cool technologies for teenagers
CHI '11 Extended Abstracts on Human Factors in Computing Systems
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This paper describes a suite of studies that investigated 'cool' as it applies to the design of interactive products for teenagers. Beginning with a hierarchy of cool that situated cool across three dimensions of having, doing, and being cool, the studies reported here are described in terms of their findings and the extent to which they confirm the model. The contribution, and potential, of the different methods used, in terms of their ability to describe aspects of the model and the insights gained from the findings, are discussed The work demonstrates that the model was indeed appropriate, and the combination of methods described here goes a considerable distance towards covering the exploration of the design space. For the current construction of cool, a set of key aspects for its design is presented and these concepts are demonstrated in a small example. In terms of understanding cool, it is evident that this is a complex design space; one surprising aspect of the work is an understanding of how to avoid the design of uncool.