Funded by SSRHC, NSERC, PICS and GRAND NCE
Youtopia is a hybrid tangible and multi-touch land use planning activity for elementary school aged children implemented on a Pixelsense Surface tabletop. Youtopia was developed to investigate issues surrounding how to design and evaluate children’s collaborative learning applications using digital tabletops. In particular we are looking at how the interface design supports in depth discussion and negotiation between pairs of children around issues in sustainable development. Youtopia was also developed around a model of behavior change called "Emergent Dialogue" that may enable children to discuss how they own values, attitudes and behaviors impact sustainable living.
Funded by SSHRC, GRAND and MSR
This project is in conjunction with Nepal House Society, an NGO that works with children living in poverty in Pokara, Nepal. The main research outcome is to develop tablet based biofeedback games that help children living in poverty learn to improve their ability to regulate affect, focus and pay attention. Once a successful solution has been developed, the game content could be modified and used to help individuals with different levels of trauma such as child soldiers, children with chronic pain or children with ADHD (attention deficit hyperactivity disorder).
Funded by SSHRC Int. Opp. Fund and GRAND NCE
There is a wealth of theoretical knowledge about the developmental abilities and skills of children. However, this knowledge is not readily accessible to designers of interactive products. In this project, we are developing and evaluating developmentally situated design (DSD) cards. DSD cards are a design tool that makes age specific information about children’s developing cognitive, physical, social, and emotional abilities readily accessible for designers.
Funded by NSERC
What does it mean for interaction with computers to be intuitive? Intuitive thinking is fast, unconscious and automatic. Rational thinking is slow, deliberate and conscious. Some intuitive thinking may be grounded in bodily experiences, as explained by conceptual metaphor theory. This research explores how the structures between image schemata and metaphorically related concepts can be used to design interaction with new systems that are intuitive to use and may bootstrap abstract thinking through movement...
Funded by SSHRC RDI, NSERC RTI and GRAND NCE
Humans are masters of making difficult cognitive tasks easier by using their hands to structure the environment – think of how you might leave objects you need to take with you by the door or make a pile of edges pieces in a jigsaw puzzle...
Funded by GRAND NCE, PICS and SSHRC 4A
What key factors in the design of a collaborative, multi-touch tabletop games create opportunities for learning, reflection and discussion? We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory.