designingpetsapersonalelectronictellerofstories

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1、Designing PETS: A Personal Electronic Teller of Stories Allison Druin, Jaime Montemayor, Jim Hendler, Britt McAlister, Angela Boltman, Eric Fiterman, Aurelie Plaisant, Alex Kruskal*, Hanne Olsen*, Isabella Revett*, Thomas Plaisant Schwenn*, Lauren Sumida*, (2) All design partners must have a voice i

2、n the design process; (3) A comfortable design environment must be created. In order to support new power structures or relationships between adults and children, we have attempted to “undo” what schools teach children. An example of this, is a rule we have made: no one raises his or her hand to tal

3、k. Children easily seem to raise their hands when they want to talk with adults in a group setting. When children raise their hands, it brings on thoughts of school, where teachers are in charge and children are called upon for “right” answers. Instead, children in our team have learned to challenge

4、 adults ideas, questioning what is done and making suggestions. In addition, we have supported adults in learning to hear what child partners have to say. And that does not mean relegating adults to a corner where they sit and take notes about everything a child does. Instead, we believe in facilita

5、ting discussions where children and adults each feel comfortable contributing ideas. Finding ways to give each design partner a voice in the process is no small challenge. Sharing ideas needs to happen in numerous ways, since people, young and old, feel comfortable communicating in various forms. We

6、 have found that there are times when drawing or writing or even building can and should be used to capture ideas. These artifacts become a catalyst and bridge for discussion in large or groups. Not only should communication opportunities be diverse, but the design environment needs to feel comforta

7、ble. A common ground can not truly be found without physical surroundings that accommodate all design partners. One way we have made this possible is being strict about our informality. No child or adult dresses formally in a skit or tie. Design experiences take place in informal settings sitting on

8、 the floor or in bean-bag chairs. We capture our ideas in low-tech prototypes made of LEGO bricks and clay rather than yellow pads and design specifications. This all takes a commitment of time and a willingness to change by all design partners. There have been times of frustration, differences amon

9、g team members, and questioning of goals. It may be those times that have taught us the most. ACKNOWLEDGMENTS This research could not have been accomplished without the generous support of the Institute for Advanced Computer Studies, the Sony Corporation, the Intel Research Council, and The Army Res

10、earch Laboratory. In addition, we thank Ben Bederson and Catherine Plaisant for their lab resources and continued help over the last year. REFERENCES 1.Breazeal, C. (1998). A motivational system for regulating human-robot interaction. In Proceedings of AAAI98. AAAI Press, pp.126-131. 2.Bruchac, J. (

11、1987). Survival this way: Interviews with American Indian poets. Tuscson, AR: University of Arizona Press. 3.Druin, A. (1987). NOOBIE: The Animal Design Playstation. SIGCHI Bulletin, 20(1), 45-53. 4.Druin, A. (1999). Cooperative inquiry: Developing new technologies for children with children. In Pro

12、ceedings of Human Factors in Computing Systems (CHI 99). ACM Press. 5.Druin, A., Bederson, B., Boltman, A., Miura, A., Knotts-Callahan, D., & Platt, M. (1999). Children as our technology design partners. A. Druin (Ed.), The design of childrens technology. (pp.51-72) San Francisco, CA: Morgan Kaufman

13、n. 6.Fujita, M., & Kitano, H. (1998). Development of an autonomous quadruped robot for robot entertainment. Autonomous Robots, 5(1), 7-18. 7.Gish, R. F. (1996). Beyond bounds: Cross-Cultural essays on Anglo, American Indian, and Chicano literature. Albuquerque, NM: University of New Mexico Press. 8.

14、Goldman, L. R. (1998). Childs play: Myth, mimesis, and make-believe. New York: Berg Press. 9.Greenfield, P. M. (1984). Mind and Media. Cambridge, MA: Harvard University Press. 10. Loyall, A. B., & Bates, J. (1997). Personality-rich believable agents that use language. In Proceedings of First Annual

15、Conference on Autonomous Agents 11. Ortiz, S.(Ed.), (1998). Speaking for generations: Native writers on writing. Tuscson, AR: University of Arizona Press. 12. Resnick, M., Martin, F., Berg, R., Borvoy, R., Colella, V., Kramer, K., & Silverman, B. (1998). Digital manipulitives: New toys to think with

16、. In Proceedings of Human Factors in Computing Systems (CHI 98). ACM Press, pp.281-287. 13. Strommen, E. (1998). When the interface is a talking dinosaur: Learning across media with Actimates Barney. In Proceedings of Human Factors in Computing Systems (CHI 98). ACM Press, pp.288- 295. 14. Umaschi, M. (1997). Soft toys with computer hearts: Building personal storytelling environments. In Proceedings of Extended Abstracts of Human Factors in Computing Systems (CHI 97). ACM Press, pp.20- 21. 1

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