IDC 2010 The 9th International Conference on Interaction Design and ChildrenFull Program

SIIMTA
"MEDIATE" multimodal space for ASD children © UPF, 2004

News

[07/12/10] IDC2011 will be hsoted by University of Michigan at Ann Arbor, Michigan, USA. June
19-23, 2011

[20/05/10] Bids to Organize IDC2012 are now welcome!

[27/04/10] Full & Short Papers are now listed in the Program

[31/03/10] Bids to Organise IDC2011 are now welcome!

[09/03/10] The deadline for Short Papers and More Than Demos submission has been extended until March 22.

[21/01/10] The deadline for Full Papers submission has been extended until February 1st.

[27/11/09] Information on Submissions: Information is now ready for authors to start preparing submissions.

[27/11/09] Keynote: IDC2010 will have the honour of hosting Dr. Mark Mine, Director of the Creative Technology Group, Walt Disney Imagineering.

[27/11/09] Collaboration with CosmoCaixa: CosmoCaixa, the impressive science museum of "la Caixa" Foundation will collaborate with IDC2010.

[21/10/09] Stay tuned for the soon announcement of the Call for Papers.

Program

application-pdfFull Program

 

Keynoteback to menu

Co-organized with "la Caixa" Foundation and held at CosmoCaixa Science Museum

"The Magic of Interactive Experiences for Children: The Walt Disney Imagineering Approach"
Dr. Mark Mine, Director of the Creative Technology Group, Walt Disney Imagineering

Mark MineBio

Currently in his 12th year with Walt Disney Imagineering, Mark Mine is the Director of the Creative Technology Group.  The fundamental mission of the Creative Technology Group is to help Imagineering’s creative and engineering teams build better theme park rides and attractions through new ways to design, evaluate, and present innovative concepts and ideas.  This includes the development and integration of real-time and pre-rendered computer graphics technologies and techniques into the blue sky design process. 

Mine began his Disney career in 1997 in the Virtual Reality Studio, as a programmer/designer for interactive attractions in the DisneyQuest virtual theme park project.  Since then, he has worked on attractions such as Mission: SPACE, Finding Nemo Submarine Voyage and Toy Story Mania!

Prior to Disney, Mine worked as an engineer for the Jet Propulsion Laboratory on projects such as the Voyager Spacecraft. Mine has a bachelor’s degree in Aerospace Engineering from the University of Michigan, a Master’s degree in Electrical Engineering from the University of Southern California, and a Master’s degree and Ph.D. in Computer Science from the University of North Carolina.

Abstract

Ever since Walt Disney first opened the doors to Disneyland in 1955, Imagineers have been using (and misusing) state-of-the-art technology to immerse their guests in magical worlds. Combined with richly detailed environments, imaginative characters, and compelling stories, these tools have enabled visitors to Disney theme parks to dance with ghosts, sail with pirates, and fly to the furthest reaches of both inner and outer space.

The theme park world of today, however, is vastly different from the theme park world of 1955; audiences are more diverse, guests more sophisticated, and children growing up faster than ever before. The competition is likewise greater than ever before; consumers have an increasingly broad array of rich and compelling entertainment options to choose from, many conveniently located in the local theater, shopping mall, and more than ever in the home. To succeed in this ever-changing marketplace, Imagineers must continue to innovate and push the boundaries of engineering, design, and magic. Our worlds must be richer, our characters more interactive, and our storytelling more fluid, customizable, and reactive.

In this talk, Mark will describe the new techniques and technology Imagineers are using to light, animate, and augment Disney theme parks. He will describe the tools being used to bring the world of Disney animated features to life in ways never before possible. He will relate how Imagineers are using advanced sensing technology and better awareness of their guests to create smart reactive environments and new forms of entertainment. He will present advances in Animatronic characters that make them more responsive, aware, and engaging. He will discuss the challenge of designing for audiences with diverse backgrounds, skill sets, and ages. He will show how all of these efforts are bound together by the goal of creating fantastic worlds of magic and imagination for Disney guests around the world.

 

Full papersback to menu

Mobile system to motivate teenagers’ physical activity
Sonia Arteaga, Adrienne Woodworth, Mo Kudeki and Sri Kurniawan

Collective digital storytelling at school as a whole-class interaction
Nicoletta Di Blas, Paolo Paolini and Amalia Georgiana Sabiescu

Mobile collaboration: Collaboratively reading and creating children’s stories on mobile devices
Jerry Fails, Allison Druin and Mona Leigh Guha

The Augmented Knights Castle and social interaction in children with autism
William Farr, Nicola Yuill and Steve Hinske

How do you play with a robotic toy animal?
Ylva Fernaeus, Maria Håkansson and Mattias Jakobsson

Video Play: Playful interactions in video conferencing for long-distance families with young children
Sean Follmer, Hayes Raffle, Janet Go, Tico Ballagas and Hiroshi Ishii

Let robots do the talking
Sjef Fransen and Panos Markopoulos.

User interfaces for tangible characters: Children connecting remotely through toy perspectives
Natalie Freed, Winslow Burleson, Hayes Raffle, Rafael Ballagas and Naomi Newman

Paper-based multimedia interaction as learning tool for disabled children
Franca Garzotto and Manuel Bordogna

Us Hunters. Interactive communication for young cavemen
Stelios Kourakis and Narcis Pares

Bridging the gap between children and tabletop designers
Javier Marco, Sandra Baldassarri and Eva Cerezo

Considering content, context, engagement and management in designing with children
Emanuela Mazzone, Netta IIvari, Ruut Tikkanen and Janet Read

Detecting and modeling play behavior using sensor-embedded rock-climbing equipment
Hisakazu Ouchi, Yoshifumi Nishida, Ilwoong Kim, Yoichi Motomura and Hiroshi Mizoguchi

Assessment of the involuntary motion of children with motor impairments to increase the accessibility of an inertial interface
Rafael Raya, Ramón Ceres, Javier Roa and Eduardo Rocon

Lo-Fi prototyping to design interactive-tabletop applications for children
Jochen Rick, Phyllis Francois, Bob Fields, Rowanne Fleck, Nicola Yuill and Amanda Carr

Noising Around: Investigations in mobile learning
Peta Wyeth and Ian MacColl

Understanding UX preferences.  Theoretical and practical reflection on laddering for UX evaluations with young children
Bieke Zaman and Vero Vanden Abeele

Learning Environmental Factors through Playful Interaction
Zhihui Zhang, Paul Shrubsole and Maddy Janse

 

Short Papers (Posters)back to menu

Zydeco: Using mobile and web technologies to support seamless inquiry between museum and school contexts
Clara Cahill, Alex Kuhn, Shannon Schmoll, Alex Pompe and Chris Quintana

jogo: An explorative design for free play
Emma Creighton

BeeSign: Designing to support mediated group inquiry of complex science by early elementary students
Joshua A. Danish, Kylie Peppler and David Phelps

TechSportiv – Using a smart textile toolkit to approach young people’s physical education
Nadine Dittert and Heidi Schelhowe

Informing design for tangible interaction: A case for children with learning difficulties
Taciana Pontual Falcão and Sara Price

SMART-Games: A video game intervention for children with autism spectrum disorders
Marientina Gotsis, Judith Piggot, Diana Hughes and Wendy Stone

Investigating the impact of design processes on children
Mona Leigh Guha, Allison Druin and Jerry Alan Fails

Co-designing with children: A comparison of embodied and disembodied sketching techniques for the design of child age communication devices
Fabian Hemmert, Susann Hamann, Matthias Löwe, Josefine Zeipelt and Gesche Joost

Make a Riddle and TeleStory: Designing children’s applications for the Siftables platform
Seth Hunter, Jeevan Kalanithi and David Merrill

My Green Pet: A Current-based interactive plant for children
Sungjae Hwang, Kibeom Lee and Woonseung Yeo

Fröbel’s Forgotten Gift: Textile construction kits as pathways into play, design and computation
Yasmin B. Kafai, Kylie A. Peppler, Quinn William Burke, Michael Moore and Diane Glosson

Designing technologies with children with special needs: Children in the centre (CiC) framework
Eija Kärnä, Jussi Nuutinen, Kaisa Pihlainen-Bednarik and Virpi Vellonen

Exploring rules and underlying concepts while engaged with collaborative full-body games
Chronis Kynigos, Zacharoula Smyrnaiou and Maria Roussou

A collaborative approach to the design and evaluation of an interactive learning tool for children with special educational needs
Beatriz López-Mencía, David Pardo, Alvaro Hernández-Trapote, Luis Hernández and Jose Relaño

An E-sewing tutorial for DIY learning
Emily Lovell and Leah Buechley

KaleiVoiceKids: Interactive real-time voice transformation for children
Oscar Mayor, Jordi Bonada and Jordi Janer

Touch-screen technology for children: Giving the right instructions and getting the right responses
Lorna McKnight and Daniel Fitton

Craftopolis: Blending tangible, informal construction with virtual multiuser communities
Jane Meyers, Jeffery LaMarche and Michael Eisenberg

BeeSim: Leveraging wearable computers in participatory simulations with young children
Kylie Peppler, Joshua Danish, Benjamin Zaitlen, Diane Glosson, Alexander Jacobs and David Phelps

Querying and navigating a database of images with the Magical Objects of the Wizard Zurlino
Fabio Pittarello and Riccardo Stecca

Introducing the FabLab as interactive exhibition space
Irene Posch, Hideaki Ogawa, Christopher Lindinger, Roland Haring and Horst Hörtner

Comparing canonical and digital-based narrative activities in a formal educational setting
Elisa Rubegni and Paolo Paolini

Enjoyable “LEGS” system deepens children’s learning in a zoo
Mariko Suzuki, Itsuo Hatono, Tetsuo Ogino, Fusako Kusunoki, Hidefusa Sakamoto, Kazuhiko Sawada, Yasuhiro Hoki, Katsuya Ifuku and Taiji Kubo

Design of an instrument for the evaluation of communication technologies with children
Svetlana Yarosh and Panos Markopoulos.

Teaching social competence: In search of design patterns
Massimo Zancanaro, Tamar Weiss, Eynat Gal, Nirit Bauminger, Sarah Parsons and Sue Cobb

 

Panelback to menu

Full Title: A Manifesto for Interaction Design and Children

Chair: Janet C Read

Interaction design is a relatively new field that takes its inspiration and methods from many research areas including human computer interaction, industrial and product design, media design, software engineering, architecture, craft studies, sociology and psychology. As a result of this mixture of approaches, interaction design suffers from, and is also enhanced by, variations in interpretation and uncertainties about the relative values of the products that are developed under its auspices. Interaction design for children is a discipline that also has to take account of the specific needs of children across different ages and in varying contexts. Designers have to also take account of additional stakeholders (generally adults) when designing for children who may typically be gatekeepers or providers of technology products.

The interaction design for children (IDC) community has a pivotal role in the definition of what comprises good interaction design for children. In accepting papers for publication, in promoting demonstrations of technologies and in acknowledging experts and innovators in the field, the IDC community has a responsibility to behave in the best interests of both the researchers it supports and, more importantly, the children it champions This responsibility brings with it challenges. It is often the case that a single research contribution fails to meet the needs of researchers and children equally. Work that is technologically innovative may be poorly situated in context, work that is very child centred may offer nothing new to the research platform, work that is complex and interactive may be badly designed. Whilst a product might be highly interactive in a novel way, if that same product was considered to be too expensive for 99% of the world’s children, or if the product was designed for an environment where it was patently unsuitable, should that work be brought to the table? In short, the IDC community faces difficult choices when endorsing interaction design work.
In this panel we will explore these challenges. We will highlight key concerns including sustainability, design for the context, persuasiveness, costs of technologies and dividedness and will aim to develop, during the discussion a ‘Manifesto for Interaction Design and Children’ that clearly states our position on the types of interaction design research and on the interaction design products that the community considers to be desirable.
The ’Manifesto for Interaction Design and Children’ will put the IDC community ahead of the game in defining what it is to do good (in the broadest sense) interaction design work. The manifesto will be used in future IDC conferences to drive research and development it will be the benchmark against which submissions to the conference are measured and it will give our conference a peer defined quality bar.

 

Demosback to menu

PIPLEX – tangible experience in an Augmented Reality video game
José María Blanco Calvo, Pascal Landry, Sebastian Mealla, Emanuela Mazzone and Narcis Parés

TRAZO: A tool to acquire handwriting skills using Tablet-PC devices
Alberto deDiego-Cottinelli and Beatriz Barros

TeddIR: Tangible information retrieval for children
Michel Jansen, Wim Bos, Paul van der Vet, Theo Huibers and Djoerd Hiemstra

Oriental Well-being Design
Youngmi Kim

The BEAM: A digitally enhanced balance beam for mathematics education
Zeina Atrash Leong and Michael S. Horn

Musical Box – draw It yourself  
Wu-Hsi Li

Playing with toys on a tabletop active surface  
Javier Marco, Eva Cerezo, Sandra Baldassarri

Tangible manipulatives and digital content: The transparent link that benefits young deaf children
Becky Sue Parton, Robert Hancock and Anita D. duBusdeValempré

Quadratic: Manipulating algebraic expressions on an interactive tabletop
Jochen Rick

Singing Fingers: Fingerpainting with sound
Eric Rosenbaum and Jay Silver

DERMALAND
Jill Scott, Mark Ziegler and Nikolaus Voelzow

The World is Canvas: A coloring application for children based on physical interaction
Satoru Tokuihsa and Yusuke Kamiyama

vSked: An Interactive Visual Schedule System for use in Classrooms for Children with Autism
Michael T. Yeganyan, Meg Cramer, Lou Anne Boyd and Gillian R. Hayes

 

Workshopsback to menu

The following four workshops have been selected for IDC2010. They are now opening their Call for Participation. Please follow their links for the instrcutions on how to participate in them:

Full Title: Digital Technologies and Marginalized Youth

Organizers:
Juan Pablo Hourcade (University of Iowa, USA),
Heidi Schelhowe (University of Bremen, Germany)

Short Description:
The digital divide between those who have - or not -access to digital technologies still exists, especially in poor countries. And beyond access, even wealthier countries witness a continuing - if not growing - gap between those who 'know' how to use digital technologies at their advantage, and those who don't. And, to complicate matters, in today's fast changing world the viable know-how is not always where one thinks! In nearly all nations "old-timers" (caring parents, educators, schools) are puzzling over what youngsters are doing on-line, with their mobile devices, or on their computers. They wonder which software they use, what content they access, in which environments. It becomes crucial to explore all kinds of digital divides that are arising among youth. Focusing on a target population that spans from children to teenagers, we will explore the challenges and possibilities of digital technologies for marginalized youngsters. Of particular interest to our reflection is identifying, nurturing and enhancing the unique talents of marginalized youth. This workshop is the third of its kind at IDC. It was agreed among participants of the last two years that this focus should continue as an IDC workshop in future. The workshop aims at bringing together technologists, empirical researchers, designers, educators, psychologists, sociologists, and decision-makers in any domain involving young people.

Link: http://www.cs.uiowa.edu/~hourcade/idc2010-myw/

 

Full Title: Interactive Storytelling for Children

Organizers:
Franca Garzotto (Politecnico di Milano, Italy)
Paolo Paolini (Politecnico di Milano, Italy & University of Italian Switzerland, Switzerland)
Amalia Sabiescu (University of Italian Switzerland, Switzerland)

Short Description:
This one-day IDC 2010 workshop will bring together researchers from a wide spectrum of disciplines and research communities (e-learning, HCI, IDC, interactive storytelling, e-gaming) who share a common interest in understanding the challenges of interactive storytelling for children. Our goal is to explore the design, development, and evaluation of interactive storytelling for this target group from different perspectives, in relationship to:

  • the different technologies and interaction paradigms (including web based systems,artificial intelligence environments, tangibles, mobiles, virtual reality and immersive spaces) for story authoring and consumption
  • the different theoretical and methodological approaches
  • the different profiles of children (e.g., w.r.t. age, needs, ...)
  • the different contexts of use (e.g., school, home, museums, therapeutic settings);
  • the different roles of children in relationships of interactive stories (authors, consumers, or technology designers)
  • the benefits we expect storytelling to provide to different targets
  • the conditions for widespread, long term sustainable adoption of interactive storytelling technology and applications in real contexts.

Link: http://hoc.elet.polimi.it/idc/2010/

 

Doctoral Consortiumback to menu

Hacker's Mentality: Integrating games and hacking to build IT fluency among middle school students
Ugochi Acholonu

Exploring the value of audience collaboration and game design in immersive virtual learning environments
Panagiotis Apostolellis and Thanasis Daradoumis

Improving children's self-report in user-centered evaluations
Marco Pasch

Collective creation of games using free play technologies
Andrea Rosales

Gifts for intertwining with modern nature
Jay Silver and Eric Rosenbaum

Using data to promote healthy behavior in children
Tammy Toscos

 

 

Contact with us:

This conference builds on the successes and high standards of the previous IDC conferences (IDC 2009 in Como, Italy; IDC 2008 in Chicago, USA; IDC 2007 in Aalborg, Denmark; IDC 2006 in Tampere, Finland; IDC 2005 in Boulder, USA; IDC 2004 in Maryland, USA; IDC 2003 in Preston, UK; and IDC 2002 in Eindhoven, the Netherlands).

In cooperation with:

ACM - Association for Computing Machinery
SIGCHI
ACM / SIGCHI

IDC SIG

"la Caixa" Foundation

Organized by:

Universitat Pompeu Fabra
Institut Universitari de l'Audiovisual
Department of Communication of UPF
Department of Information and Communication Technologies of UPF


With the support of:

Gobierno de España - Ministerio de Ciencia e Innovación