Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
'ForSe FIElds' - Force Sensors for Interactive Environments
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
'Ensemble': playing with sensors and sound
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Read-It: five-to-seven-year-old children learn to read in a tabletop environment
Proceedings of the 2004 conference on Interaction design and children: building a community
Symbolic objects in a networked gestural sound interface
CHI '05 Extended Abstracts on Human Factors in Computing Systems
An ambient intelligence platform for physical play
Proceedings of the 13th annual ACM international conference on Multimedia
Making sense of group interaction in an ambient intelligent environment for physical play
Proceedings of the 2nd international conference on Tangible and embedded interaction
Playing with the sound maker: do embodied metaphors help children learn?
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Interacting with Computers
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
Collective creation of games using free play technologies
Proceedings of the 9th International Conference on Interaction Design and Children
Feetup: a playful accessory to practice social skills through free-play experiences
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
From interaction to participation: configuring space through embodied interaction
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Exploring the design space of shape-changing objects: imagined physics
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Hi-index | 0.00 |
This paper documents the design process for an augmented children's play environment centred on that most ubiquitous and simple of objects, the cardboard box. The purpose of the exercise is to show how computer technology can be used in innovative ways to stimulate discovery, play and adventure among children. Our starting point was a dissatisfaction with current computer technology as it is presented to children, which, all to often in our view, focuses inappropriately on the computer per se as a fetishized object. Shifting the focus of attention from the Graphical User Interface (GUI) to familiar objects, and children's interactions around and through these augmented objects, results in the computer becoming a facilitator of exploration and learning. The paper documents the journey from initial design concept, through a number of prototype implementations, to the final implementation. Each design iteration was triggered by observation of use of the prototypes, and reflection on that use, and on new design possibilities. By augmenting an everyday artefact, namely the standard cardboard box, we have created a simple yet powerful interactive environment that, judging from the experience of our "users", has achieved its goal of stirring children's imagination.