ABSTRACT
The emergence of new paradigms, such as the Internet of Things, allowed the creation of a set of computer systems embedded in everyday objects such as dolls and balls. Some of these systems are not only for use, but offer possibilities for customization through programming by children. However, especially for small children (4 to 6 years), this universe of differentiated interactions, where different intelligent devices with particular specifications coexist, may require greater cognitive effort, making it difficult to use programming functionalities. In this scenario, this article proposes a model of interaction to guide the offer of programming devices for children. For the construction of this model, Participatory Design techniques were used with 30 children, in order to understand how they would like to program different devices. From the solutions created by the children, the interaction model was specified and represented in the Stamper's Semiotic Ladder.
- Michel Beaudouin-Lafon. 2000. Instrumental interaction: An Interaction Model for Designing Post-WIMP User Interfaces. Proceedings of the 18th international conference on Human factors in computing systems - CHI '00 2, 1:446--453. Google ScholarDigital Library
- Lindsay Boeckl. 2015. The Future of Wearables for Kids. Recuperado 2 de novembro de 2017 de https://medium.com/@ConnectedLab/when-i-was-your-age-pluto-was-still-a-planet-8bc6dfc356cfGoogle Scholar
- Margaret Burnett e Todd Kulesza. 2015. End-User Development in Internet of Things: We the People. In International Reports on Socio-Informatics (IRSI), Proceedings of the CHI 2015 - Workshop on End User Development in the Internet of Things Era 12, 2: 81--86.Google Scholar
- Maria Francesca Costabile, Bari Aldo, Daniela Fogli, Bari Aldo, Maria Francesca Costabile, Daniela Fogli, Piero Mussio, e Antonio Piccinno. 2006. End User Development. 9, January.Google Scholar
- João Marcos Bonadio de Faria. 2006. Artefatos da Semiótica Organizacional na Elicitação de Requisitos para Soluções de Data Warehouse.Google Scholar
- Hurriyatul Fitriyah, Edita Rosana Widasari, R. Denny Sagita, e A. Hadistya Bagus. 2016. Design of remote control for smart home using interaction design method. 2016 International Conference on Advanced Computer Science and Information Systems (ICACSIS), October 2016: 91--96.Google ScholarCross Ref
- M Gordon, E Rivera, E Ackermann, e C Breazeal. 2015. Designing a relational social robot toolkit for preschool children to explore computational concepts. 355--358. Google ScholarDigital Library
- David Hakken. 1989. Work-Oriented Design of Computer Artifacts.Google Scholar
- Erikson Institute. 2016. Technology and Young Children in the Digital Age. Chicago. Recuperado de https://50.erikson.edu/wp-content/uploads/2016/10/Erikson-Institute-Technology-and-Young-Children-Survey.pdfGoogle Scholar
- Morten Kyng. 2010. Bridging the Gap Between Politics and Techniques On the next practices of participatory design. Scandinavian Journal of Information Systems 22, 1: 49--68.Google Scholar
- K. Liu. 2000. Semiotics in Information Systems Engineering. Cambridge University Press. Google ScholarDigital Library
- Amanda Meincke Melo. 2003. Uma Abordagem Semiótica para o Design de Portais Infantis com a Participação da Criança. UNICAMP. Recuperado de http://repositorio.unicarmp.br/bitstream/REPOSIP/276428/l/Melo_AmandaMeincke_M.pdfGoogle Scholar
- Amanda Meincke Melo, M. Cecília C. Baranauskas, e Sílvia Cristina de Matos Soares. 2008. Design Com Crianças: Da Prática a Um Modelo De Processo. Revista Brasileira de Informática na Educação 16, 01. https://doi.org/ao doiGoogle Scholar
- Vania Neris, Elaine Hayashi, M. Cecilia Martins, e M. Cecilia Baranauskas. 2010. A Semiotic-informed Evaluation of Vilana Rede. Campinas.Google Scholar
- C.S. Pierce. Collected Papers. Cambridge, MA, USA.Google Scholar
- Kryscia Ram\'\irez-Benavides, Franklin Garc\'\ia, e Luis A Guerrero. 2015. Creating a Protocol for Collaborative Mobile Applications for Kids Between 4 and 6 Years Old. In Proceedings of the 3rd International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM '15), 317--324. Google ScholarDigital Library
- Jocelayne Santos. 2015. Uso de tecnologia por crianças: benefício ou perda da infância? Sempre Família, 1. Recuperado 12 de agosto de 2017 de http://www.semprefamilia.combr/uso-de-tecnologia-por-criancas-beneficio-ou-perda-da-infancia/Google Scholar
- Theodosios Sapounidis e Stavros Demetriadis. 2013. Tangible versus graphical user interfaces for robot programming: Exploring cross-age children's preferences. Personal and Ubiquitous Computing 17, 8: 1775--1786. Google ScholarDigital Library
- Ronald Stamper. 2001. Organizational Semiotics: information without the computer? Kluwer Academic Publishers. Recuperado de https://link.springer.com/chapter/10.1007/978-1-4615-1655-2_5Google Scholar
Index Terms
- Towards an Interaction Model for the Programming of Devices by Children in the Age of Internet of Things
Recommendations
Tangible programming elements for young children
CHI EA '02: CHI '02 Extended Abstracts on Human Factors in Computing SystemsTangible programming elements offer the dynamic and programmable properties of a computer without the complexity introduced by the keyboard, mouse and screen. This paper explores the extent to which programming skills are used by children during ...
Parental Awareness and Mediation of Children's Internet Use in Kuwait
ITNG '15: Proceedings of the 2015 12th International Conference on Information Technology - New GenerationsWith the rapid increase of internet use by children worldwide, and the diversity of electronic tools used to surf the Internet, parents are becoming more concerned than ever about the safety of their children and their protection from harmful materials ...
Engaging Children in Remotely Ideating and Programming Smart Things
CHItaly '21: Proceedings of the 14th Biannual Conference of the Italian SIGCHI ChapterRecent research tried involving different end-users in the design of smart things, such as smart watches that sense high temperature, process it, and react by vibrating. Designing new smart things is a lengthy process, which requires exploring what ...
Comments