Scenario-based design: envisioning work and technology in system development
Scenario-based design: envisioning work and technology in system development
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design for network communities
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
The role of usability research in designing children's computer products
The design of children's technology
Kids as informants: telling us what we didn't know or confirming what we knew already?
The design of children's technology
Children as our technology design partners
The design of children's technology
Online Communities: Designing Usability and Supporting Socialbilty
Online Communities: Designing Usability and Supporting Socialbilty
Communities in Cyberspace
Making web sites be places for social interaction
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Designing a mobile terminal for horse aficionados
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Design with and for disaffected teenagers
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Mobile Technology for Children: Designing for Interaction and Learning
Mobile Technology for Children: Designing for Interaction and Learning
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Young girls are a user group often neglected in the design of technical devices. In this paper, we describe a method for involving pre-teen and teen girls in a concept design process. With this target group we have experienced serious challenges in applying traditional participatory design methods, such as observations or interviews. As a solution, we have adopted a web-based storytelling environment where our target group is encouraged to create usage scenarios of a mobile terminal that would support their activities in a virtual community. Our results show that this approach is a very natural and fruitful method for involving this target group.