Child–Computer Interaction: From a systematic review towards an integrated understanding of interaction design methods for children

Florence Kristin Lehnert1, Jasmin Niess2,3, Carine Lallemand4,1, Panos Markopoulos4, Antoine Fischbach5, Vincent Koenig1
1University of Luxembourg, HCI research group, Maison des Sciences Humaines, 11 Porte des Sciences, L-4366 Esch-sur-Alzette, Luxembourg
2University of St. Gallen, Human-Computer Interaction, Torstraßze 25, 9000 St. Gallen, Switzerland
3University of Bremen, HCI research group, Bibliothekstraßze 5, 28359 Bremen, Germany
4Eindhoven University of Technology, Industrial Design, P.O. Box 513, 5600 MB Eindhoven, The Netherlands
5University of Luxembourg, Luxembourg Centre for Educational Testing LUCET, Maison des Sciences Humaines, 11 Porte des Sciences, L-4366 Esch-sur-Alzette, Luxembourg

Tài liệu tham khảo

Al-Samarraie, 2018, A review of brainstorming techniques in higher education, Thinking Skills and Creativity., 27, 78, 10.1016/j.tsc.2017.12.002 Alexandros, 2013, The physiological measurements as a critical indicator in users’ experience evaluation, 258 Alhumaidan, 2018, Co-designing with children a collaborative augmented reality book based on a primary school textbook, International Journal of Child-Computer Interaction, 15, 24, 10.1016/j.ijcci.2017.11.005 Antle, 2019, Evaluating the impact of a mobile neurofeedback app for Young children at school and home, 1 Atterer, 2006, Knowing the user’s every move: user activity tracking for website usability evaluation and implicit interaction, 203 Bastien, 2010, Usability testing: a review of some methodological and technical aspects of the method, International Journal of Medical Informatics., 79, e18, 10.1016/j.ijmedinf.2008.12.004 Bateman, 2018, A user-centered design and analysis of an electrostatic haptic touchscreen system for students with visual impairments, International Journal of Human-Computer Studies., 109, 102, 10.1016/j.ijhcs.2017.09.004 Blandford, 2016 Börjesson, 2015, Designing technology for and with developmentally diverse children: a systematic literature review, 79 Bowen, 2013, Engaging teenagers productively in service design, International Journal of Child-Computer Interaction, 1, 71, 10.1016/j.ijcci.2014.02.001 Boynton, 2004, Selecting, designing, and developing your questionnaire, BMJ, 328, 1312, 10.1136/bmj.328.7451.1312 Brule, 2016, Mapsense: Multi-sensory interactive maps for children living with visual impairments, 445 Burns, 2019 Calder, 2017 Cerezo, 2019, A holographic mobile-based application for practicing pronunciation of basic english vocabulary for spanish speaking children, International Journal of Human-Computer Studies., 124, 13, 10.1016/j.ijhcs.2018.11.009 Chaparro, 2008, Card-sorting: What you need to know about analyzing and interpreting card sorting results, Usability News, 10 Chu, 2015, Making the maker: A means-to-an-ends approach to nurturing the maker mindset in elementary-aged children, International Journal of Child-Computer Interaction., 5, 11, 10.1016/j.ijcci.2015.08.002 Creswell, 2009 Desjardins, 2011, How children represent sustainability in the home, 37 1999 Druin, 2002, The role of children in the design of new technology, Behaviour and Information Technology, 21, 1, 10.1080/01449290110108659 Fails, 2012, Methods and techniques for involving children in the design of new technology for children, Foundations and Trends in Human–Computer Interaction, 6, 85, 10.1561/1100000018 Fails, 2019, Query formulation assistance for kids: What is available, when to help & what kids want, 109 Fleck, 2018, Teegi’s so cute!: assessing the pedagogical potential of an interactive tangible interface for schoolchildren, 143 Fletcher-Watson, 2016, Designing for young children with autism spectrum disorder: A case study of an ipad app, International Journal of Child-Computer Interaction, 7, 1, 10.1016/j.ijcci.2016.03.002 Follmer, 2012, Kidcad: digitally remixing toys through tangible tools, 2401 Fransen, 2010, Let robots do the talking, 59 Frauenberger, 2013, Conversing through and about technologies: Design critique as an opportunity to engage children with autism and broaden research(er) perspectives, International Journal of Child-Computer Interaction, 1, 38, 10.1016/j.ijcci.2013.02.001 Frauenberger, 2016, Designing smart objects with autistic children: Four Design Exposès, 130 Frauenberger, 2017, Blending methods: Developing participatory design sessions for autistic children, 39 Garzotto, 2008, Broadening children’s involvement as design partners: from technology to experience, 186 Gotterbarn, 2017, ACM Code of ethics: a guide for positive action, Communications of the ACM, 61, 121, 10.1145/3173016 Gray, 2015, Brainquest: an active smart phone game to enhance executive function, 59 Hailpern, 2009, Creating a spoken impact: encouraging vocalization through audio visual feedback in children with ASD, 453 Hamidi, 2014, Sparkles of brilliance: incorporating cultural and social context in codesign of digital artworks, 77 Harms, 2013, Automatically generating tutorials to enable middle school children to learn programming independently, 11 Hiniker, 2017, Plan & play: Supporting intentional media use in early childhood, 85 Hourcade, 2015 Hudson, 2018, Investigating how online help and learning resources support children’s use of 3D design software, 1 Jensen, 2005, A review of research methods in children’s technology design, 80 Jones, 2012, Exploring children’s indexical encounter with real and digitised archive photographs using tablet and large flat screen technologies, 30 Kawas, 2020, Another decade of IDC research: examining and reflecting on values and ethics, 205 Keay-Bright, 2007, The reactive colours project: Demonstrating participatory and collaborative design methods for the creation of software for autistic children, Design Principles and Practices: An International Journal—Annual Review, 1, 7, 10.18848/1833-1874/CGP/v01i02/37623 Kjeldskov, 2003, A review of mobile HCI research methods, vol. 2795, 317 Kory-Westlund, 2019, Assessing children’s perceptions and acceptance of a social robot, 38 Kumar, 2018, Co-designing online privacy-related games and stories with children, 67 Landis, 1977, The measurement of observer agreement for categorical data, Biometrics, 33, 159, 10.2307/2529310 Landoni, 2016, How many roles can children play?, 720 Landry, 2013, Design strategy to stimulate a diversity of motor skills for an exergame addressed to children, 84 Leduc-Mills, 2011, The ucube: a child-friendly device for introductory three-dimensional design, 72 Leite, 2017, Persistent memory in repeated child-robot conversations, 238 Lim, 2008, The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas, ACM Transactions on Computer-Human Interaction, 15, 1, 10.1145/1375761.1375762 Liszio, 2017, Virtual reality MRI: Playful reduction of children’s anxiety in MRI exams, 127 Ma, 2018, Effects of playful audio augmentation on teenagers’ motivations in cooperative physical play, 43 Maqsood, 2018, A day in the life of jos: a web-based game to increase children’s digital literacy, 241 Markopoulos, 2008 Martin-Niedecken, 2018, Designing for bodily interplay: engaging with the adaptive social exertion game plunder planet, 19 Mazzone, 2010, Considering context, content, management, and engagement in design activities with children, 108 McRoberts, 2019, Behind the scenes: Design, collaboration, and video creation with youth, 173 Menzies, 2011, Developing for autism with user-centred design, 313 Metatla, 2019, Like popcorn: Crossmodal correspondences between scents, 3D shapes and emotions in children, 1 Michaelis, 2019, Supporting interest in science learning with a social robot, 71 Miles, 1994 Moher, 2009, Preferred reporting items for systematic reviews and meta-analyses: The prisma statement, Plos Medicine, 6, 1, 10.1371/journal.pmed.1000097 MoraGuiard, 2014, Child as the measure of all things: the body as a referent in designing a museum exhibit to understand the nanoscale, 27 Nacher, 2018, Examining the usability of touch screen gestures for children with Down Syndrome, Interactive Computing, 30, 258, 10.1093/iwc/iwy011 Nesset, 2004, Children in the information technology design process: A review of theories and their applications, Library & Information Science Research., 26, 140, 10.1016/j.lisr.2003.12.002 Norouzi, 2019, 71 Pater, 2021, Standardizing reporting of participant compensation in HCI: A systematic literature review and recommendations for the field, 1 Pettersson, 2018, A review of method application and triangulation in user experience evaluation, 1 Raffle, 2010, Family story play: reading with young children (and elmo) over a distance, 1583 Read, 2014, Giving ideas an equal chance: inclusion and representation in participatory design with children, 105 Read, 2002, 53 Rick, 2011, Beyond one-size-fits-all: how interactive tabletops support collaborative learning, 109 2011 Sanders, 2008, On modeling an evolving map of design practice and design research, Interactions, 15, 13, 10.1145/1409040.1409043 Saturno, 2015, An augmentative and alternative communication tool for children and adolescents with cerebral palsy, Behaviour & Information Technology., 34, 632, 10.1080/0144929X.2015.1019567 Schaper, 2018, Orchestrating experts’ assumptions and children’s values in the design of virtual heritage experiences, International Journal of Child-Computer Interaction., 17, 5, 10.1016/j.ijcci.2018.02.001 Scharf, 2012, Tangicons 3.0: an educational non-competitive collaborative game, 144 Segura, 2012, Revive!: reactions to migration between different embodiments when playing with robotic pets, 88 Sim, 2012, Investigating children’s opinions of games: Fun toolkit vs. This or that, 70 Sim, 2016, Using the MemoLine to capture changes in user experience over time with children, International Journal of Child-Computer Interaction., 8, 1, 10.1016/j.ijcci.2016.07.001 Sonne, 2016, Changing family practices with assistive technology: MOBERO improves morning and bedtime routines for children with ADHD, 152 Soute, 2013, Rapid prototyping of outdoor games for children in an iterative design process, 74 Spiel, 2019, Agency of autistic children in technology research—A critical literature review, ACM Transactions on Computer-Human Interaction, 26, 1, 10.1145/3344919 Spiel, 2021, The purpose of play: How HCI games research fails neurodivergent populations, ACM Transactions on Computer-Human Interaction, 28, 1, 10.1145/3432245 Thoring, K., Luippold, C., & Mueller, R. (2013). Opening the Cultural Probes Box: A Critical Reflection and Analysis of the Cultural Probes Method. In Proceedings of the 5th international congress of international association of societies of design research: Tokyo, Japan, (pp. 222–233). Tsvyatkova, 2019, A review of selected methods, techniques and tools in child–computer interaction (CCI) developed/adapted to support children’s involvement in technology development, International Journal of Child-Computer Interaction, 22, 10.1016/j.ijcci.2019.100148 Vacca, 2019, Brokering data: Co-designing technology with latina teens to support communication with parents: Leveraging cultural practices of latinx youth through co-design, 197 Van Mechelen, M., Baykal, G. E., Dindler, C., & Eriksson, E. (2020). 18 Years of ethics in child-computer interaction research: a systematic literature review. In Proceedings of the interaction design and children conference (pp. 161–183). Van Mechelen, 2014, Applying the CHECk tool to participatory design sessions with children, 253 Van Mechelen, 2015, Challenging group dynamics in participatory design with children: lessons from social interdependence theory, 219 Ventä-Olkkonen, L., Hartikainen, H., Norouzi, B., Iivari, N., & Kinnula, M. (2019). A literature review of the practice of educating children about technology making, In IFIP conference on human-computer interaction (pp. 418–441). Woodward, 2018, Using co-design to examine how children conceptualize intelligent interfaces, 1 Wyeth, 2010, Noising around: investigations in mobile learning, 147 Yarosh, 2011, Examining values: an analysis of nine years of IDC research, 136 Yip, 2016, The evolution of engagements and social bonds during child-parent co-design, 3607 Yip, 2019, Laughing is scary, but farting is cute: A conceptual model of children’s perspectives of creepy technologies, 1 Zaman, 2010, Laddering with young children in user experience evaluations: theoretical groundings and a practical case, 156 Zhou, 2011, Mogclass: evaluation of a collaborative system of mobile devices for classroom music education of young children, 523