Browsing by Subject "co-design"
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ItemA Case for Intergenerational Distributed Co-Design: The Online Kidsteam Example(14th International Conference on Interaction Design and Children, 2015-06) Walsh, Greg; Foss, ElizabethAs more children’s technologies are designed to be used with a global audience, new tools need to be created to include more children’s voices in the design process. However, working with those children who are geographically distributed as design partners is difficult because existing technologies either do not support distributed design, or are not child-friendly. Industries that produce items for children to consume have begun using traditionally academic co-design techniques in order to design new products and experiences for children. As these groups need to reach out to more diverse and global populations, they will begin using technologies that support distributed co-design. As child-computer interaction researchers, we have a duty to understand this concept and identify recommendations for others to use that incorporate the ideals of our field. In order to do this, this paper describes the design process of an online environment to support geographically distributed, intergenerational co-design. Within this environment, children can work together despite differences of time zones, geographic location, or availability. The online environment was deployed for eight weeks during the summer and was modified each week throughout that time to better support the participants. Based on the experiences of participants within the environment, we make suggestions for new technologies including user management tools, creative expression tools, and ad hoc team membership that encourage more voices in the design process. ItemDisCo: A Co-Design Online Tool for Asynchronous Distributed Child and Adult Design Partners(ACM, 2012-06) Walsh, Greg; Druin, Allison; Guha, Mona L.; Bonsignore, Elizabeth; Foss, Elizabeth; Yip, Jason C.; Golub, Evan; Clegg, Tamara; Brown, Quincy; Brewer, Robin; Joshi, Asmi; Brown, RichelleFace-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible especially when designing for a multi- national audience. This paper reports on the prototype design process of DisCo, a computer-based design tool that enables intergenerational co-designers to collaborate online and asynchronously while being geographically distributed. DisCo contains tools that enable the designers to iterate, annotate, and communicate from within the tool. This tool was used to facilitate distributed co-design. We learned that children were less forgiving of their inability to draw on the computer than on paper, and they formed small, intergenerational design teams at their own locations when the technology did not work as they expected. ItemEnergyHouseVideo(ACM, 2014-08) Walsh, Greg; Druin, Allison; Foss, Elizabeth; Golub, Evan; Guha, Mona L.; Hatley, Leshell; Bonsignore, ElizabethIn this video we describe Energy House. Energy House is a game designed with the Cooperative Inquiry Method through the Layered Elaboration technique. Children power items in a virtual house by jumping up and down ItemGirlsTeam: What if Kim Kardashian was a STEM role model?(2019-06-22) Lieberman, Jessica; Walsh, Greg; Blodgett, Bridget; Yale Gordon College of Arts and Sciences; Interaction Design and Information ArchitectureThe purpose of this paper is to examine the lack of interest young women have in Science Technology Engineering and Math (STEM) degrees and careers. The numbers of available STEM jobs are increasing, but there is a lack of women filling those positions. This paper examines gender biases and stereotypes that may influence young women when choosing whether or not to pursue a STEM as a college major and/or career. I explored potential design solutions to the problem with girls from Baltimore City. The methodology used for this research was design thinking, which consists of emphasizing, defining, ideating, prototyping, and testing the problem. The research was executed in seven 60-minute sessions conducted in a classroom. During these sessions, we discussed STEM jobs, existing STEM resources, gender norms perceived of girls, and produced suggestions for new resources. Our discoveries yielded several recommendations for teachers, designers, and others. Specifically, STEM resources should: (1) Use co-design to expose students to STEM, (2) teach students about STEM professionals in a school setting, (3) introduce students to STEM professionals and encourage those relationships, and (4) teach students about STEM early on. ItemLayered Elaboration Video(ACM, 2014-03) Walsh, Greg; Druin, Allison; Guha, Mona L.; Foss, Elizabeth; Golub, Evan; Hatley, Leshell; Bonsignore, Elizabeth; Franckel, SoniaAs technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on "Layered Elaboration," a co-design technique created to support these evolving needs. .Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team, including adults and children ages 7 -- 11 years old, used the technique to design both a game about history and a prototype of an instructional game about energy conservation. ItemLayered Elaboration: A New Technique for Co-design with Children(Conference on Human Factors in Computing Systems, 2010-01) Walsh, Greg; Druin, Allison; Guha, Mona L.; Foss, Elizabeth; Golub, Evan; Hatley, Leshell; Bonsignore, Elizabeth; Franckel, SoniaAs technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on “Layered Elaboration,” a co-design technique developed over the past year. Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team used the technique to design a prototype of an instructional game about energy conservation