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Discovering differences in software designed by children versus software designed by adults.

机译:发现儿童设计的软件与成人设计的软件之间的差异。

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Ever since the introduction of the personal computer, software applications have been developed for more general-purpose needs, such as word processing applications; software for a relevant field of study; software for industrial purposes (such as banking); educational software; and recreational software. When they develop software, designers need to consider the wishes and needs of their audience. Learning more about the audience is important because it provides developers with a list of characteristics about audience members, including their physical and mental abilities, as well as their likes and dislikes. Often this development involves some interaction with the audience to better understand those characteristics and preferences.;Children represent one audience that should be considered in software development, which has become a more prevalent issue with the introduction of more technology in the classroom. When considering and working with children, developers must realize that young students are not adults; they have not reached maturity in terms of both personality and thought processes. This lack of maturity, however, may work to the designer's advantage with software development programs geared toward children because those children are able to generate many more ideas than adults. Their adult counterparts may be more concerned with the perception of their ideas, rather than the act of brainstorming.;This study seeks to discover what differences may exist when children and adults collaborate with designers to create a software product that helps improve reading comprehension. Two teams will participate in the project: one team will comprise a group of fourth-graders working one software design, while the other team---will develop a second software design. Another important aspect of the study occurs after the designs are completed; the results will show which software is preferred by children and which software is preferred by adults for their students. Findings that reflect differences in preference and approach will be recorded concerning both the software and how children and adults approach the design and evaluation processes. The final analysis should confirm the designer's initial hypothesis: children will favor the software that they created, while adults will favor the adult-designed application.
机译:自从引入个人计算机以来,就已经开发出了满足更多通用需求的软件应用程序,例如文字处理应用程序;等等。相关研究领域的软件;用于工业目的的软件(例如银行业务);教育软件;和娱乐软件。在开发软件时,设计师需要考虑听众的意愿和需求。了解更多有关受众的知识很重要,因为它为开发人员提供了有关受众成员的特征列表,包括其身体和心理能力以及他们的好恶。通常,这种发展需要与听众进行某种互动,以更好地理解这些特征和偏好。儿童代表了软件开发中应考虑的一个听众,随着课堂上引入更多技术,这已经成为更为普遍的问题。在考虑和与孩子一起工作时,开发人员必须意识到,青年学生不是成年人。在人格和思维过程方面,他们还没有达到成熟。然而,由于针对儿童的软件开发程序缺少这种成熟度,因此可能对设计人员有利,因为与成人相比,这些儿童能够产生更多的想法。他们的成年同龄人可能更关心他们的想法,而不是集思广益。本研究旨在发现当儿童和成年人与设计师合作创建有助于提高阅读理解力的软件产品时,可能存在哪些差异。有两个团队将参与该项目:一个团队将由一组四年级学生组成,负责一个软件设计,而另一个团队将开发第二个软件设计。研究的另一个重要方面是在设计完成后进行。结果将显示儿童更喜欢哪种软件,而学生则更喜欢成人。将会记录反映出偏好和方法差异的发现,涉及软件以及儿童和成人如何进行设计和评估过程。最终的分析应证实设计者的最初假设:孩子将喜欢他们创建的软件,而成年人将喜欢成年人设计的应用程序。

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