Perspectives on HCI Research with TeenagersUsing a Rich Pictures Approach for Gathering Students and Teachers Digital Education Requirements
Perspectives on HCI Research with Teenagers: Using a Rich Pictures Approach for Gathering...
Love, Steve; Gkatzidou, Voula; Conti, Antonello
2016-08-04 00:00:00
[The increasing pervasiveness of mobile technologies and the advent of Web 2.0 technologies such as ubiquitous digital media, networked communications and social media have transformed the way young people access information, create and share knowledge between each other. Twenty four co-design workshops were conducted (290 total participants) with one age-stratified sample (13–17 year olds) of young people from Higher Education establishments in three European countries. These workshops explored young people’s views with regard to the design of cross-platform interactive learning frameworks that allow for ubiquitous, flexible and non-linear learning. A novel co-design workshop method was adopted that draws principles from participatory design, future workshop techniques and rich pictures. The data capture from the co-design workshops with young people were analysed using thematic analysis. Four over-arching design domain emerged: in-class interaction, home interaction, content creation and reporting affordances. From these design domains, 14 user design needs for future technology are described.]
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Perspectives on HCI Research with TeenagersUsing a Rich Pictures Approach for Gathering Students and Teachers Digital Education Requirements
[The increasing pervasiveness of mobile technologies and the advent of Web 2.0 technologies such as ubiquitous digital media, networked communications and social media have transformed the way young people access information, create and share knowledge between each other. Twenty four co-design workshops were conducted (290 total participants) with one age-stratified sample (13–17 year olds) of young people from Higher Education establishments in three European countries. These workshops explored young people’s views with regard to the design of cross-platform interactive learning frameworks that allow for ubiquitous, flexible and non-linear learning. A novel co-design workshop method was adopted that draws principles from participatory design, future workshop techniques and rich pictures. The data capture from the co-design workshops with young people were analysed using thematic analysis. Four over-arching design domain emerged: in-class interaction, home interaction, content creation and reporting affordances. From these design domains, 14 user design needs for future technology are described.]
Published: Aug 4, 2016
Keywords: Young People; Design Domain; Soft System Methodology; Rich Picture; Digital Learning
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