Evaluating Children s Interactive Products

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.

Produk Detail:

  • Author : Panos Markopoulos
  • Publisher : Elsevier
  • Pages : 400 pages
  • ISBN : 9780080558257
  • Rating : 4/5 from 21 reviews
CLICK HERE TO GET THIS BOOKEvaluating Children s Interactive Products

Evaluating Children's Interactive Products

Evaluating Children's Interactive Products
  • Author : Panos Markopoulos,Janet C Read,Stuart MacFarlane,Johanna Hoysniemi
  • Publisher : Elsevier
  • Release : 24 May 2008
GET THIS BOOKEvaluating Children's Interactive Products

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

Mobile Technology for Children

Mobile Technology for Children
  • Author : Allison Druin
  • Publisher : Morgan Kaufmann
  • Release : 16 March 2009
GET THIS BOOKMobile Technology for Children

Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design

Human-Computer Interaction. Interaction Platforms and Techniques

Human-Computer Interaction. Interaction Platforms and Techniques
  • Author : Julie A. Jacko
  • Publisher : Springer
  • Release : 23 August 2007
GET THIS BOOKHuman-Computer Interaction. Interaction Platforms and Techniques

Here is the second of a four-volume set that constitutes the refereed proceedings of the 12th International Conference on Human-Computer Interaction, HCII 2007, held in Beijing, China, jointly with eight other thematically similar conferences. It covers graphical user interfaces and visualization, mobile devices and mobile interaction, virtual environments and 3D interaction, ubiquitous interaction, and emerging interactive technologies.

Social and Organizational Impacts of Emerging Mobile Devices: Evaluating Use

Social and Organizational Impacts of Emerging Mobile Devices: Evaluating Use
  • Author : Lumsden, Joanna
  • Publisher : IGI Global
  • Release : 29 February 2012
GET THIS BOOKSocial and Organizational Impacts of Emerging Mobile Devices: Evaluating Use

"This book focuses on human-computer interaction related to the innovation and research in the design, evaluation, and use of innovative handheld, mobile, and wearable technologies in order to broaden the overall body of knowledge regarding such issue"--Provided by publisher.

The Wiley Handbook of Human Computer Interaction Set

The Wiley Handbook of Human Computer Interaction Set
  • Author : Kent Norman,Jurek Kirakowski
  • Publisher : John Wiley & Sons
  • Release : 28 December 2017
GET THIS BOOKThe Wiley Handbook of Human Computer Interaction Set

Once, human-computer interaction was limited to a privileged few. Today, our contact with computing technology is pervasive, ubiquitous, and global. Work and study is computer mediated, domestic and commercial systems are computerized, healthcare is being reinvented, navigation is interactive, and entertainment is computer generated. As technology has grown more powerful, so the field of human-computer interaction has responded with more sophisticated theories and methodologies. Bringing these developments together, The Wiley Handbook of Human-Computer Interaction explores the many and diverse aspects

Games User Research

Games User Research
  • Author : Miguel Angel Garcia-Ruiz
  • Publisher : CRC Press
  • Release : 19 December 2017
GET THIS BOOKGames User Research

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to

Architectural Robotics

Architectural Robotics
  • Author : Keith Evan Green
  • Publisher : MIT Press
  • Release : 12 February 2016
GET THIS BOOKArchitectural Robotics

How a built environment that is robotic and interactive becomes an apt home to our restless, dynamic, and increasingly digital society. The relationship of humans to computers can no longer be represented as one person in a chair and one computer on a desk. Today computing finds its way into our pockets, our cars, our appliances; it is ubiquitous—an inescapable part of our everyday lives. Computing is even expanding beyond our devices; sensors, microcontrollers, and actuators are increasingly embedded

Building Research Design in Education

Building Research Design in Education
  • Author : Lorna Hamilton,John Ravenscroft
  • Publisher : Bloomsbury Publishing
  • Release : 14 June 2018
GET THIS BOOKBuilding Research Design in Education

Building Research Design in Education provides insights into the ways in which foundational knowledge of research and research processes can be applied in order to build rigorous research design. If your research is to have meaning and value, this text will enable you to make informed choices and decisions about your design, bearing in mind the complex ideas and theoretical framing needed to underpin it. Drawing on the research expertise of the contributors, this text initially introduces the foundations for

Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment
  • Author : Anton Nijholt,Dennis Reidsma,Hendri Hondorp
  • Publisher : Springer Science & Business Media
  • Release : 27 May 2009
GET THIS BOOKIntelligent Technologies for Interactive Entertainment

This book constitutes the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The papers focus on topics such as emergent games, exertion interfaces and embodied interaction. Further topics are affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and interactive art.

Human-Computer Interaction. Design and User Experience

Human-Computer Interaction. Design and User Experience
  • Author : Masaaki Kurosu
  • Publisher : Springer Nature
  • Release : 10 July 2020
GET THIS BOOKHuman-Computer Interaction. Design and User Experience

The three-volume set LNCS 12181, 12182, and 12183 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 22nd International Conference on Human-Computer Interaction, HCII 2020, which took place in Copenhagen, Denmark, in July 2020.* A total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. The 145 papers included in this HCI 2020 proceedings were organized in topical sections as follows: Part I: design theory, methods and practice in HCI; understanding users; usability, user

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation
  • Author : Anthony L. Brooks,Eva Brooks
  • Publisher : Springer
  • Release : 17 March 2017
GET THIS BOOKInteractivity, Game Creation, Design, Learning, and Innovation

This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The

Design, User Experience, and Usability: Interactive Experience Design

Design, User Experience, and Usability: Interactive Experience Design
  • Author : Aaron Marcus
  • Publisher : Springer
  • Release : 20 July 2015
GET THIS BOOKDesign, User Experience, and Usability: Interactive Experience Design

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

Social Robotics

Social Robotics
  • Author : Abderrahmane Kheddar,Eiichi Yoshida,Shuzhi Sam Ge,Kenji Suzuki,John-John Cabibihan,Friederike Eyssel,Hongsheng He
  • Publisher : Springer
  • Release : 13 November 2017
GET THIS BOOKSocial Robotics

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

Serious Games Development and Applications

Serious Games Development and Applications
  • Author : Minhua Ma,Manuel Fradinho Oliveira,Jannicke Baalsrud Hauge
  • Publisher : Springer
  • Release : 03 October 2014
GET THIS BOOKSerious Games Development and Applications

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.

User Interface Inspection Methods

User Interface Inspection Methods
  • Author : Chauncey Wilson
  • Publisher : Newnes
  • Release : 15 November 2013
GET THIS BOOKUser Interface Inspection Methods

User Interface Inspection Methods succinctly covers five inspection methods: heuristic evaluation, perspective-based user interface inspection, cognitive walkthrough, pluralistic walkthrough, and formal usability inspections. Heuristic evaluation is perhaps the best-known inspection method, requiring a group of evaluators to review a product against a set of general principles. The perspective-based user interface inspection is based on the principle that different perspectives will find different problems in a user interface. In the related persona-based inspection, colleagues assume the roles of personas and review