ACM Home Page
Please provide us with feedback. Feedback
Design with and for disaffected teenagers
Full text PdfPdf (731 KB)
Source
ACM International Conference Proceeding Series; Vol. 358 archive
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges table of contents
Lund, Sweden
SESSION: Full papers table of contents
Pages 290-297  
Year of Publication: 2008
ISBN:978-1-59593-704-9
Authors
Emanuela Mazzone  University of Central Lancashire, Preston, UK
Janet C Read  University of Central Lancashire, Preston, UK
Russell Beale  University of Birmingham, Birmingham, UK
Sponsors
: Mangold International
: Microsoft Dynamics
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 16,   Downloads (12 Months): 113,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1463160.1463192
What is a DOI?

ABSTRACT

This paper describes how an e-learning product for teenagers was developed using design sessions based on a participatory design approach. The product, in the form of a computer game, is the outcome of a project that aims to improve teenagers' emotional intelligence. The specific user group is from institutes for pupils that had previously been excluded from mainstream education.

The novelty in the approach is that participants were involved in designing a tool that was intended to modify their emotional behaviour - for this discussion, it is the participation in the process that is critical, less so the end product. The project and the design approaches are described and the participatory activity is reflected on. The benefits resulting from the design sessions were bi-directional: the engagement with the prospective users was valuable both for the actual contribution to the product design and as an experience for the participants.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Bjerknes, G., Ehn, P., & Kyng, M. (Eds.), 1987. Computers and Democracy: A Scandinavian Challenge. Aldershot: Avebury.
3
 
4
 
5
Condie, R. & Munro, R. (2007) The impact of ICT in schools -- a landscape review. Becta. {http://www.becta.org.uk/publications}
 
6
Danielsson, K. & Wiberg, C. (2006) "Participatory Design of Learning Media: Designing Educational Computer Games With and For Teenagers", in Interactive Technology and Smart Education special issue: Computer Game-based Learning, 3, 4 (2006): 259--274
 
7
 
8
Druin, A. (2002) The Role of Children in the Design of New Technology." Behaviour and Information Technology 21(1): 1--25.
 
9
Gardner, H. (1983) Frames of Mind: The Theory of Multiple Intelligences. New York: Basic
10
 
11
12
 
13
Leontjev, A. N. (1978) Activity, Consciousness, and Personality. Prentice-Hall, Englewood Cliffs
 
14
Mayer, J. D., Caruso, D. R., & Salovey, P. (2000) Emotional Intelligence Meets Traditional Standards for an Intelligence. Intelligence, 27 (4), 267--298
 
15
Mazzone, E., Xu, D., Read, J. (2007) "Design in Evaluation: Reflections on Designing for Children's Technology" in Proceedings of the British HCI conference 2007, Lancaster, UK. ACM Press
 
16
Parker, J. D. A.; Creques, R.; Harris, J.; Majeski, S. A.; Wood, L. M., & Hogan. M. J. (2003).Academic Success in High School: Does Emotional Matter? ERIC Clearing House.
 
17
Passey, D., Rogers, C., Machell, J. and McHugh, G. (2004) The Motivational Effect of ICT on Pupils. DfES Research Series Ref No. RR 523. London: DfES.
 
18
Petrides, K., Chamorro-Premuzic, T., Fredrickson, N., & Furnham, A. (2005). Personality and Psychometric Intelligence as Predictors of Academic Performance in School. British Journal of Educational Psychology.
 
19
Piaget, J. (1970) Science of Education and the Psychology of the Child. Orion Press, New York.
 
20
Qualter, P., Whitley, H. (2006) Esmee Project final report.
 
21
Qualter, P., Whiteley, H. E., & Gardner, K. J. (2007). Emotional Intelligence: Review of the literature and Implications for practice. Pastoral Care in Education, 25 (1), 11--20.
 
22
Read, J. C., P. Gregory, S. J. MacFarlane, B. McManus, P. Gray and R. Patel (2002). An Investigation of Participatory Design with Children - Informant, Balanced and Facilitated Design. Interaction Design and Children, Eindhoven, Shaker Publishing.
 
23
Roberts, P. & Sykes, H. (Eds) (2000) Urban Regeneration; a Handbook. London, Sage
 
24
Russell, T. & McGuigan, L. (2007), An Exploration of Digital Creativity Used to Engage and Motivate 'Hard-to-Reach' Learners in Behavioural, Emotional and Social Difficulties (BESD) Schools. BECTA Research Report, UK.
25
 
26
 
27
Taxen, G., A. Druin, C. Fast and M. Kjellin (2001). "KidStory: a technology design partnership with children." Behaviour and Information Technology 20(2): 119--125.
 
28
Waraich, A. & Wilson, G (2004) BMX Bandits: The Design of an Educational Computer Game for Disaffected Youth in Proceedings of HCI 2004, Leeds, UK, 6--10 September 2004. Springer 2004, 151--164

Collaborative Colleagues:
Emanuela Mazzone: colleagues
Janet C Read: colleagues
Russell Beale: colleagues