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'...a load of ould Boxology!'

机译:“ ...大量的Boxology!”

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摘要

This paper documents the design process for an augmented children's play environment centred on that most ubiquitous and simple of objects, the cardboard box. The purpose of the exercise is to show how computer technology can be used in innovative ways to stimulate discovery, play and adventure among children. Our starting point was a dissatisfaction with current computer technology as it is presented to children, which, all to often in our view, focuses inappropriately on the computer per se as a fetishized object. Shifting the focus of attention from the Graphical User Interface (GUI) to familiar objects, and children's interactions around and through these augmented objects, results in the computer becoming a facilitator of exploration and learning. The paper documents the journey from initial design concept, through a number of prototype implementations, to the final implementation. Each design iteration was triggered by observation of use of the prototypes, and reflection on that use, and on new design possibilities. By augmenting an everyday artefact, namely the standard cardboard box, we have created a simple yet powerful interactive environment that, judging from the experience of our "users", has achieved its goal of stirring children's imagination.
机译:本文以最普遍,最简单的物体(即纸板箱)为中心,介绍了儿童游戏环境的设计过程。练习的目的是展示如何以创新方式使用计算机技术来激发儿童的发现,游戏和冒险。我们的出发点是不满意当前向儿童展示的计算机技术,在我们看来,这些技术通常不恰当地集中在计算机本身上作为恋物癖对象。将注意力从图形用户界面(GUI)转移到熟悉的对象,以及儿童在这些增强对象周围或通过这些增强对象的交互,导致计算机成为探索和学习的促进者。本文记录了从最初的设计概念到许多原型实现,再到最终实现的过程。每次设计迭代都是通过观察原型的使用,对使用的反思以及对新设计可能性的思考而触发的。通过增加日常物品,即标准的纸板箱,我们创建了一个简单而强大的交互环境,根据我们的“用户”的经验,该环境已经达到了激发儿童想象力的目的。

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