CHI '12 Extended Abstracts on Human Factors in Computing Systems 2012
DOI: 10.1145/2212776.2223758
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Climbing the cool wall

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Cited by 6 publications
(3 citation statements)
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“…Drawing on this tradition various researchers have involved teenage participants in making activities to provide inspiration to designers, for example using workshops [15,12,14] , visual materials and technology probes [15] , role playing activities [14] , Lego Serious Play [20] , and comic-strip creation, scenario visualisation, and drawing and labelling facial expressions [8] . Some projects have involved teenage participants in various kinds of rating activities to help designers understand their preferences and priorities, for example, using a ‘cool wall’ [21] or by card sorting and dot voting [14] . Finally, some projects have worked with teenagers directly developing ideas for digital systems using e.g.…”
Section: Designing With Teenagersmentioning
confidence: 99%
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“…Drawing on this tradition various researchers have involved teenage participants in making activities to provide inspiration to designers, for example using workshops [15,12,14] , visual materials and technology probes [15] , role playing activities [14] , Lego Serious Play [20] , and comic-strip creation, scenario visualisation, and drawing and labelling facial expressions [8] . Some projects have involved teenage participants in various kinds of rating activities to help designers understand their preferences and priorities, for example, using a ‘cool wall’ [21] or by card sorting and dot voting [14] . Finally, some projects have worked with teenagers directly developing ideas for digital systems using e.g.…”
Section: Designing With Teenagersmentioning
confidence: 99%
“…This cultural reference was selected before we met most of our young participants, but seemed to be a good match to our goal of exploring what they found interesting, and reflected some of the playfulness that we hoped to include in our programme of design activities. At that time, we were not aware of others’ use of cool walls, which was published subsequently (e.g., [21] ). In our workshop, we introduced our ‘cool wall’ activity by referring to ‘Top Gear’, and groups selected and rated everyday items from a retail catalogue alongside familiar diabetes equipment and technological innovations with the potential for diabetes care then explained their choices and ratings at the end of the session ( Fig.…”
Section: The Case Studymentioning
confidence: 99%
“…The first study was aimed at the base of the model and was intended to better understand how things were, or were not, cool. This study, termed 'the Cool Wall', which was reported in some detail in (Fitton, Horton, & Read, 2012) allowed teenagers to categorise a set of images as cool or uncool. The Cool Wall provided an interactive visual tool that allowed pictures to be sorted into four categories ('seriously uncool', 'uncool', 'cool', 'subzero') using a touchscreen ( Figure 2).…”
Section: Early Studiesmentioning
confidence: 99%