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Bridging the Gap between Children and Tabletop Designers

机译:弥合儿童与桌面设计师之间的鸿沟

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This paper presents a case study of the design lifecycle of games involving tangible interaction toys handled on an active surface tabletop. The games are oriented to 3-6 year old children, so special care has been taken in the methods used to involve them in a child-centered design lifecycle. The iterative nature of this design paradigm was supported by frequent test sessions where data relating to usability and fun was captured and analyzed in order to guide successive design iterations until a finished product was achieved. The aim is to guide designers intending to involve children in similar tabletop game creation projects. Details are given of how data collected from test sessions with children revealed usability problems and helped to create, evolve and improve the games.
机译:本文提供了一个游戏设计生命周期的案例研究,该游戏涉及在活动桌面上处理的有形互动玩具。这些游戏面向3-6岁的儿童,因此在将其纳入以儿童为中心的设计生命周期中所采用的方法时,已格外小心。这种设计范例的迭代性质得到了频繁测试会话的支持,在该测试会话中,捕获并分析了与可用性和乐趣相关的数据,以指导后续的设计迭代,直到获得最终产品为止。目的是指导打算让孩子参与类似桌面游戏创作项目的设计师。给出了有关与儿童进行的测试会议中收集的数据如何揭示可用性问题以及如何帮助创建,发展和改进游戏的详细信息。

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