The role of children in the design of new technology
By A. Druin. 2002
1,506 citations recorded by the source corpus.
Subfields: Mechanical Engineering
View Paper: https://www.semanticscholar.org/paper/44a4c3719dd0f3bf2e6cadce55cac7b7a74e88c4
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Mechanical Engineering
- Sara de Freitas
- Ole Sejer Iversen
- Christian Dindler
- Rachel Charlotte Smith
- Sofia Hussain
- Maria K. Virvou
- George Katsionis
Citations in the corpus
- Child as Protagonist: Expanding the Role of Children in Participatory Design (2017, methodology): “We position the role of protagonist in relation to existing IDC research, involving children as users, testers, informants, codesigners [12, 17] and co-researchers [10].”
- Empowering marginalised children in developing countries through participatory design processes (2010, background): “However, when designing for children, designers tend to consult only adult carers, such as parents and teachers instead of the children (Druin 2002).”
- Participatory design of learning environments: integrating perspectives of students, teachers, and designers (2014, background): “Considering students as a design partner (Druin 2002), however,”
- Learning in immersive worlds: A review of game-based learning (2006, methodology): “The work on participatory design, that is where learners become more actively involved in the design of e-learning content, by Allison Druin (2002) and colleagues (Guha et al., 2004), and the work of Kurt Squire and colleagues (2003; 2005) are examples of this notable trend.”
- Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces (2008, background): “5 Evaluation with Children Children have their own likes, dislikes, curiosities and needs that are not the same as adults (Druin, 2002).”
- On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2008, background): “Druin (2002) notes that short testing sessions, e.g. one afternoon are found to give useful input.”
- Technology probes: inspiring design for and with families (2003, background): “Their suggestions are likely to relate to details about the user interface and will not be fundamental contributions to the technological design [4].”