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Evaluating Children's Interactive Products directly addresses the need to ensure that interactive products designed for children — whether toys, games, educational products, or websites — are safe, effective, and entertaining. It presents an essential background in child development and child psychology, particularly as they relate to technology; captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology; and examines ethical and legal issues involved in working with children and offers guidelines for effective risk management. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. This book is recommended for usability experts, product developers, and researchers in the field. Presents an essential background in child development and child psychology, particularly as they relate to technology Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management
The three-volume set LNCS 9186, 9187, and 9188 constitutes the proceedings of the 4th International Conference on Design, User Experience, and Usability, DUXU 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA, in August 2015, jointly with 13 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 132 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 64 papers included in this volume are organized in topical sections on designing the social media experience, designing the learning experience, designing the playing experience, designing the urban experience, designing the driving experience, designing the healthcare patient's experience, and designing for the healthcare professional's experience.
This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.
This book constitutes the refereed proceedings of the 9th International Conference on Social Robotics, ICSR 2016, held in Tsukuba, Japan, in November 2017.The 74 revised full papers presented were carefully reviewed and selected from 110 submissions. The theme of the 2017 conference is: Embodied Interactive Robots. In addition to the technical sessions, ICSR 2017 included four workshops: 1) Social Robot Intelligence for Social Human-Robot Interaction of Service Robots; 2) Human Safety and Comfort in Human-Robot Interactive Social Environments; 3) Modes of Interaction for Social Robots (MISR 2017): Postures, Gestures and Microinteractions; and 4) Religion in Robotics.
This book constitutes the refereed proceedings of the International Conference on Theory and Practice of Digital Libraries, TPDL 2011 - formerly known as ECDL (European Conference on Research and Advanced Technology for Digital Libraries) - held in Berlin, Germany, in September 2011. The 27 full papers, 13 short papers, 9 posters and 9 demos presented in this volume were carefully reviewed and selected from 162 initial submissions. In addition the book contains the abstract of 2 keynote speeches and an appendix stating information on the doctoral consortium, as well as the panel, which were held at the conference. The papers are grouped in topical sections on networked information, semantics and interoperability, systems and architectures, text and multimedia retrieval, collaborative information spaces, DL applications and legal aspects, user interaction and information visualization, user studies, archives and repositories, europeana, and preservation.
This book constitutes the thoroughly refereed proceedings of the Third International Workshop on ICTs for Improving Patients Rehabilitation Research Techniques, REHAB 2015, held in Lisbon, Portugal, in October 2015. The 15 revised full papers presented were carefully reviewed and selected from 59 submissions. The papers explore how technology can contribute toward smarter and effective rehabilitation methods.
Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.
Describes how to evaluate interactive learning systems, both in their initial development and later in regard to effectiveness and efficiency. These include web-based systems, computer-aided learning, etc.
The Creative Curriculum comes alive! This videotape-winner of the 1989 Silver Apple Award at the National Educational Film and Video Festival-demonstrates how teachers set the stage for learning by creating a dynamic well-organized environment. It shows children involved in seven of the interest areas in the The Creative Curriculum and explains how they learn in each area. Everyone conducts in-service training workshops for staff and parents or who teaches early childhood education courses will find the video an indispensable tool for explainin appropriate practice.
User Experience Re-Mastered: Your Guide to Getting the Right Design provides an understanding of key design and development processes aimed at enhancing the user experience of websites and web applications. The book is organized into four parts. Part 1 deals with the concept of usability, covering user needs analysis and card sorting—a tool for shaping information architecture in websites and software applications. Part 2 focuses on idea generation processes, including brainstorming; sketching; persona development; and the use of prototypes to validate and extract assumptions and requirements that exist among the product team. Part 3 presents core design principles and guidelines for website creation, along with tips and examples on how to apply these principles and guidelines. Part 4 on evaluation and analysis discusses the roles, procedures, and documents needed for an evaluation session; guidelines for planning and conducting a usability test; the analysis and interpretation of data from evaluation sessions; and user interface inspection using heuristic evaluation and other inspection methods. A guided, hands-on tour through the process of creating the ultimate user experience – from testing, to prototyping, to design, to evaluation Provides tried and tested material from best sellers in Morgan Kaufmann’s Series in Interactive Technologies, including leaders in the field such as Bill Buxton and Jakob Nielsen Features never before seen material from Chauncey Wilson’s forthcoming, and highly anticipated Handbook for User Centered Design