Proceedings of the 17th ACM Conference on Interaction Design and Children 2018
DOI: 10.1145/3202185.3202760
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Child designers creating personas to diversify design perspectives and concepts for their own technology enhanced library

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Cited by 24 publications
(7 citation statements)
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“…Reference [2] realized that young children are agents, shaping their digital play and interactive experiences with technologies rather than being passive users; thereby transforming digital social interactions. The merit of involving children in technology design has long been established by researchers in References [9,13], who even demonstrated children's ability to design for other children on the basis of their specific needs [12]. To develop technologies that fulfill young children's criteria, it is important to continuously involve them in the design process.…”
Section: Stakeholder's Rolesmentioning
confidence: 99%
“…Reference [2] realized that young children are agents, shaping their digital play and interactive experiences with technologies rather than being passive users; thereby transforming digital social interactions. The merit of involving children in technology design has long been established by researchers in References [9,13], who even demonstrated children's ability to design for other children on the basis of their specific needs [12]. To develop technologies that fulfill young children's criteria, it is important to continuously involve them in the design process.…”
Section: Stakeholder's Rolesmentioning
confidence: 99%
“…A study by Roman and Fiore (2010) deals with offering special programmes to motivate children and youth to read (library summer reading programmes). In order to enable children to become active participants in designing public library services and spaces, diverse personas have been employed as a suitable technique for surveying child readers (Itenge-Wheeler et al, 2018). Stejskal et al (2019) published a study on the economic value of library services for children.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…In the first workshop each child worked with an adult facilitator to create the cartoon personas, then had two subsequent workshops where storyboards were produced and finally a prototype of the system was created. Child-generated personas were also created in [13], where 15 children worked in 4 groups to create personas based upon their educational ability. This was based upon the assumption that children would find it easier to create personas that shared similar traits to them, but it is unclear from their study whether children could feasibly create personas independently or for children of a different age or ability.…”
Section: Personasmentioning
confidence: 99%
“…The next two sections were chosen to aid the understanding of life in school and within their home (labelled 'school life' and 'family life'), whilst the final two sections were selected to reflect the activities the children participate in during their spare time (labelled 'hobbies' and 'technology use'). These sections were identified as being important aspects of children's lives in which they interact with people and technology and have been the focus of child personas in other research [49,13]. However, the template was not designed to catch interaction or user goals for a specific scenario, which does mean that empathy within a design scenario may be difficult to measure.…”
Section: Apparatusmentioning
confidence: 99%
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