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Interaction Design and Children

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Parent: Mitchel Resnick Hop 4
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Interaction Design and Children
NameInteraction Design and Children
FieldHuman–computer interaction
RelatedChild–computer interaction, Human–robot interaction, Educational technology
NotableDon Norman, Ben Shneiderman, Allison Druin, Allison Eden, James D. Hollan

Interaction Design and Children

Interaction Design and Children addresses how human–computer interaction principles are adapted for younger users, combining insights from child development research, cognitive psychology, and human–robot interaction to create interfaces for learners and play. The field intersects practitioners and institutions such as Don Norman, Ben Shneiderman, Allison Druin, Alan Kay, Mitch Resnick, Mitchell Kapor and organizations like the CHI community, ACM SIGCHI, Interaction Design Association, and UNICEF initiatives focused on youth.

Introduction

This area draws on research by figures including Jean Piaget, Lev Vygotsky, Jerome Bruner, Maria Montessori, John Dewey and practitioners like Seymour Papert, Alan Kay, Mitch Resnick. It engages institutions such as Massachusetts Institute of Technology, Carnegie Mellon University, Stanford University, University College London, University of Washington, Georgia Institute of Technology, University of Cambridge, University of Oxford and organizations like ACM SIGCHI, IEEE, UNICEF, Save the Children, World Bank youth programs and national initiatives such as Head Start.

Developmental Considerations

Designers leverage theories from Jean Piaget and Lev Vygotsky alongside research by Jerome Bruner, Howard Gardner, Urie Bronfenbrenner, Albert Bandura, Noam Chomsky, L. S. Vygotsky-related scholars and contemporary developmental psychologists at institutions like Harvard University, Yale University, Columbia University Teachers College and University of Michigan. Age-related motor skills research often cites work from Paul Bach-y-Rita, Shirley Brice Heath and ergonomics labs at MIT Media Lab and Stanford HCI Group. Language acquisition studies reference Steven Pinker and Elizabeth Spelke, while social cognition research involves Simon Baron-Cohen and Felix Warneken. Considerations include sensorimotor stages drawn from Jean Piaget, zone of proximal development from Lev Vygotsky, multiple intelligences from Howard Gardner, and scaffolding practices associated with Jerome Bruner and Seymour Papert.

Design Principles and Guidelines

Guidelines often build on heuristics from Don Norman and Ben Shneiderman and accessibility standards from World Wide Web Consortium, W3C initiatives and legal frameworks influenced by entities like United Nations Convention on the Rights of the Child and national laws such as the Children's Online Privacy Protection Act. Participatory design methods reference practitioners like Lisbeth Klastrup, Yvonne Rogers, Allison Druin and Susanne Bødker; co-design approaches relate to projects at MIT Media Lab, R&D labs at Google, Microsoft Research and Apple Inc. Interaction patterns are informed by game designers such as Shigeru Miyamoto, Jane McGonigal, Raph Koster and educational technologists including Sugata Mitra. Safety, privacy, and consent considerations reference organizations like Electronic Frontier Foundation, Center for Digital Democracy, Kaiser Family Foundation research on media use, and policy frameworks from European Commission youth directives.

Technologies and Interaction Modalities

Technologies include tangible interfaces from work by Hiroshi Ishii, physical computing platforms like Arduino, educational platforms from Scratch creators at MIT Media Lab led by Mitch Resnick, robotic systems informed by Rodney Brooks and Leila Takayama, and sensor technologies promoted by groups at Georgia Tech and University of Pennsylvania. Interfaces span multi-touch pioneered by teams at Apple Inc. and Jeff Han, augmented reality research from Tom Caudell-related groups, virtual reality labs at Oculus VR and Stanford Virtual Human Interaction Lab, and wearable tech innovators like Steve Mann and Nicholas Negroponte. Assistive technology draws on work at Gallaudet University, Helen Keller National Center, Boston Children's Hospital collaborations, and standards from International Organization for Standardization. Content platforms and games reference creators and publishers such as Disney Interactive, Nickelodeon, LEGO Group, Mattel, Nintendo, Microsoft Studios, Electronic Arts and research collaborations with Smithsonian Institution and British Museum youth outreach.

Evaluation Methods and Ethics

Evaluation methods adapt usability testing from Jakob Nielsen, formative research approaches from Donald Norman, longitudinal studies at institutions like Child Mind Institute, randomized trials connected to Cochrane-influenced methodologies, and qualitative techniques championed by Diane Nahl and Katherine Isbister. Ethical review draws on Institutional Review Board practice, child protection policies from UNICEF and Save the Children, privacy frameworks influenced by COPPA and the General Data Protection Regulation, and advocacy from Electronic Frontier Foundation and Common Sense Media. Metrics include engagement measures used by companies such as Google and Facebook (Meta), learning outcomes monitored by OECD and UNESCO, and safety standards referenced by Consumer Product Safety Commission.

Applications and Case Studies

Applications include educational platforms like Scratch, Khan Academy outreach, citizen science projects associated with Zooniverse, museum interactives by Smithsonian Institution and Exploratorium, therapeutic technologies developed at Boston Children's Hospital and Great Ormond Street Hospital, robotics education programs exemplified by FIRST Robotics Competition and VEX Robotics Competition, and digital literacy campaigns backed by UNICEF and Save the Children. Case studies often highlight collaborations between academics at MIT Media Lab, University of Washington, Carnegie Mellon University, University of Cambridge and industry partners like Google, Microsoft Research, Apple Inc., LEGO Foundation and Sony Interactive Entertainment.

Category:Human–computer interaction Category:Educational technology