Evaluating Children's Interactive Products


Book Description

Evaluating Children's Interactive Products directly addresses the need to ensure that interactive products designed for children — whether toys, games, educational products, or websites — are safe, effective, and entertaining. It presents an essential background in child development and child psychology, particularly as they relate to technology; captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology; and examines ethical and legal issues involved in working with children and offers guidelines for effective risk management. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. This book is recommended for usability experts, product developers, and researchers in the field. - Presents an essential background in child development and child psychology, particularly as they relate to technology - Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology - Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management




Interactive Learning Systems Evaluation


Book Description

Describes how to evaluate interactive learning systems, both in their initial development and later in regard to effectiveness and efficiency. These include web-based systems, computer-aided learning, etc.




Mobile Technology for Children


Book Description

Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children. - First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning - Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF - Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick reference




Human-Computer Interaction. Interaction Platforms and Techniques


Book Description

Here is the second of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers graphical user interfaces and visualization, mobile devices and mobile interaction, virtual environments and 3D interaction, ubiquitous interaction, and emerging interactive technologies.




Creative Curriculum


Book Description

The Creative Curriculum comes alive! This videotape-winner of the 1989 Silver Apple Award at the National Educational Film and Video Festival-demonstrates how teachers set the stage for learning by creating a dynamic well-organized environment. It shows children involved in seven of the interest areas in the The Creative Curriculum and explains how they learn in each area. Everyone conducts in-service training workshops for staff and parents or who teaches early childhood education courses will find the video an indispensable tool for explainin appropriate practice.




Games User Research


Book Description

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.




Recent Advances in Information Systems and Technologies


Book Description

This book presents a selection of papers from the 2017 World Conference on Information Systems and Technologies (WorldCIST'17), held between the 11st and 13th of April 2017 at Porto Santo Island, Madeira, Portugal. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges involved in modern Information Systems and Technologies research, together with technological developments and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Software and Systems Modeling; Software Systems, Architectures, Applications and Tools; Multimedia Systems and Applications; Computer Networks, Mobility and Pervasive Systems; Intelligent and Decision Support Systems; Big Data Analytics and Applications; Human–Computer Interaction; Ethics, Computers & Security; Health Informatics; Information Technologies in Education; and Information Technologies in Radiocommunications.




The Wiley Handbook of Human Computer Interaction Set


Book Description

In der Vergangenheit war die Mensch-Computer-Interaktion (Human-Computer Interaction) das Privileg einiger weniger. Heute ist Computertechnologie weit verbreitet, allgegenwärtig und global. Arbeiten und Lernen erfolgen über den Computer. Private und kommerzielle Systeme arbeiten computergestützt. Das Gesundheitswesen wird neu erfunden. Navigation erfolgt interaktiv. Unterhaltung kommt aus dem Computer. Als Antwort auf immer leistungsfähigere Systeme sind im Bereich der Mensch-Computer-Interaktion immer ausgeklügeltere Theorien und Methodiken entstanden. The Wiley Handbook of Human-Computer Interaction bietet einen Überblick über all diese Entwicklungen und untersucht die vielen verschiedenen Aspekte der Mensch-Computer-Interaktion und hat den Wert menschlicher Erfahrungen, die über Technologie stehen, ganzheitlich im Blick.




Evaluating Websites and Web Services: Interdisciplinary Perspectives on User Satisfaction


Book Description

The pervasiveness of the Internet has had a significant impact on global politics, economics, and culture. To create a truly effective product in such a saturated digital environment, developers must study what has come before and how they can utilize existing tools to even greater effect. Evaluating Websites and Web Services: Interdisciplinary Perspectives on User Satisfaction explores some of the various approaches to the study and assessment of Internet technologies, providing scholars, researchers, developers, and professionals with critical knowledge and an interdisciplinary perspective on e-services in a variety of functional areas, from government and commerce to social media and education.




Architectural Robotics


Book Description

How a built environment that is robotic and interactive becomes an apt home to our restless, dynamic, and increasingly digital society. The relationship of humans to computers can no longer be represented as one person in a chair and one computer on a desk. Today computing finds its way into our pockets, our cars, our appliances; it is ubiquitous—an inescapable part of our everyday lives. Computing is even expanding beyond our devices; sensors, microcontrollers, and actuators are increasingly embedded into the built environment. In Architectural Robotics, Keith Evan Green looks toward the next frontier in computing: interactive, partly intelligent, meticulously designed physical environments. Green examines how these “architectural robotic” systems will support and augment us at work, school, and home, as we roam, interconnect, and age. Green tells the stories of three projects from his research lab that exemplify the reconfigurable, distributed, and transfigurable environments of architectural robotics. The Animated Work Environment is a robotic work environment of shape-shifting physical space that responds dynamically to the working life of the people within it; home+ is a suite of networked, distributed “robotic furnishings” integrated into existing domestic and healthcare environments; and LIT ROOM offers a simulated environment in which the physical space of a room merges with the imaginary space of a book, becoming “a portal to elsewhere.” How far beyond workstations, furniture, and rooms can the environments of architectural robotics stretch? Green imagines scaled-up neighborhoods, villages, and metropolises composed of physical bits, digital bytes, living things, and their hybrids. Not global but local, architectural robotics grounds computing in a capacious cyber-physical home.