We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free-play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Findings highlight material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free-play outdoors. We provide directions for future research that addresses the challenges we faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.
Since entering the HCI lexicon in the 1990s, Probes have been interpreted and used in divergent ways as a designerly approach to research. While originally positioned as a critique of dominant user-research methods, literature on Probes rarely refects on such critical dimensions nor explicitly articulates the intents of using Probes as research artifacts. We conducted interviews with 12 design researchers who have worked with Probes within diverse Research through Design projects, exploring direct accounts of how and why Probes are used in practice. Our interviews brought to the fore the critical concerns behind Probe practices in relation to the language of Probing, relationships with participants, and motivations to challenge normative practices. While the pluralistic interpretations of Probes ofered by our participants brings challenges, we discuss how making visible the critical motivations of our research opens up new ways of practicing and disseminating Probes.
Previous HCI research has highlighted opportunities for digital technologies to support outdoor play amongst children. However, the tendency has been to focus on older children and forms of play that are structured and rule-based. We report on a Research-through-Design (RtD) inquiry, grounded in an Embodied Interactional approach, that investigated configurations of off-the-shelf Internet of Things (IoT) tool-kits to inspire new forms of free play outdoors for preschool children.We designed the Lanterns, a tangible interactive resource that is made using household materials and guided by a template, and which explores new possibilities to inspire social play and embodied interaction outdoors. Based on observations of the Lanterns being used by preschool children and Early Years Practitioners outdoors, we identify qualities of free play promoted by the Lanterns outdoors, such as enchantment, improvisation, anticipation and choice. We discuss our findings by defining three sensitising concepts to support future design research in this space: Choosing the Way; Improvising through Movement; Anticipating a Response.
This pictorial reports on the Play Poles prototype that was designed as part of a design ethnography investigating the Internet of Things (IoT) as a resource supporting outdoor play amongst groups of children. We use illustrations and annotations derived from video data and analysis to depict gestures, actions and social interaction that are significant in understanding the qualities of the Poles as a play resource. We argue that simple functions and direct, real-time control can be used by groups of children to support fun and creativity in outdoor play, whilst also highlighting opportunities and challenges in designing IoT play resources.
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