Refining the test phase of usability evaluation: how many subjects is enough?
Human Factors - Special issue: measurement in human factors
Guidelines for usability testing with children
interactions
The invisible computer
The role of usability research in designing children's computer products
The design of children's technology
Human-Computer Interaction
ACM SIGCHI Bulletin - a supplement to interactions - A supplement to interactions
A comparison of usability evaluation methods for child participants in a school setting
Proceedings of the 6th international conference on Interaction design and children
Edutainment animated folktales software to motivate socio-cultural awareness
ACS'07 Proceedings of the 7th Conference on 7th WSEAS International Conference on Applied Computer Science - Volume 7
Interaction Design and Children
Foundations and Trends in Human-Computer Interaction
Playful probing: making probing more fun
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
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With recent growth of the childrens software sector, companies arepushing to create innovative software packages for home and school.Edutainmentsoftware intended to educate children through the use ofentertainmentis one of the quickest growing sectors in thechildren's software field. This exploratory study investigated howchildren interacted with two new games that combine hands-oncomputer input devices with software: the Easy Bake Oven PlaySet"and the Tonka Workshop" PlaySet. Children were observed in order tostudy their behavior patterns and preferences concerning the newtoys. Data collected describes participants preferences, ergonomicsdifficulties, and software understanding. This initial researchsuggested that: (1) childrens gender was uncorrelated with theirinteraction or preferences; (2) childrens age was correlated withtheir ability to use and understand the software and playset; and(3) knowledge learned while using one playset transferred to thesecond playset. These results open the door for further researchinto gender issues, ergonomics, metaphor understanding,learnability, and the ability of young children to use andunderstand the physical and virtual worlds of the playsets.