Bibliography

One of the first tasks undertaken by IDC SIG was the creation of the following bibliography. We emailed many leading researchers in this area asking them to provide us with the papers that, in their opinions, were the most significant in our field.

Ackermann, E. K. (2005). Playthings that do things: a young kid’s” incredibles”!, ACM New York, NY, USA.

Antle, A., N. (2008). “Child-based personas: need, ability and experience.” Cogn. Technol. Work 10(2): 155-166.

Antle, A., N. , G. Corness, et al. (2009). “What the body knows: Exploring the benefits of embodied metaphors in hybrid physical digital environments.” Interact. Comput. 21(1-2): 66-75.

Barendregt, W., M. M. Bekker, et al. (2007). “Predicting effectiveness of children participants in user testing based on personality characteristics.” Behaviour and Information Technology 26(2): 133-147.

Benford, S., D. Rowland, et al. (2005). Life on the edge: supporting collaboration in location-based experiences, ACM New York, NY, USA.

Bruckman, A. and A. Bandlow (2002). “Human-computer interaction for kids.” Human Factors And Ergonomics: 428-440.

Cassell, J. and K. Ryokai (2001). “Making space for voice: Technologies to support children’s fantasy and storytelling.” Personal and Ubiquitous Computing 5(3): 169-190.

Druin, A. (1999). Cooperative inquiry: developing new technologies for children with children. Proceedings of the SIGCHI conference on Human factors in computing systems: the CHI is the limit. Pittsburgh, Pennsylvania, United States, ACM.

Druin, A. (1999). The design of children’s technology, Morgan Kaufmann Publishers San Francisco, CA.

Druin, A. (2002). “The Role of Children in the Design of Technology.” Behaviour and Information Technology 22(1): 1 – 25.

Druin, A., B. Bederson, et al. (1999). “Children as our technology design partners.” The design of children’s technology: 51-72.

Druin, A., J. Stewart, et al. (1997). KidPad: a design collaboration between children, technologists, and educators. Proceedings of the SIGCHI conference on Human factors in computing systems. Atlanta, Georgia, United States, ACM.

Eisenberg, M. (2004). Tangible ideas for children: materials sciences as the future of educational technology. Proceedings of the 2004 conference on Interaction design and children: building a community. Maryland, ACM.

Good, J. and J. Robertson (2006). “CARSS: A framework for learner-centred design with children.” International Journal of Artificial Intelligence in Education 16(4): 381-413.

Goolnik, S., J. Robertson, et al. (2006). “Learner centred design in the Adventure Author project.” International Journal of Artificial Intelligence in Education 16(4): 415-438.

Greene, S. and M. Hill (2005). “Researching children’s experience: methods and methodological issues.” Researching Children’s Experience Approaches and Methods. London: Sage.

Guha, M., L., A. Druin, et al. (2004). Mixing ideas: a new technique for working with young children as design partners. Proceedings of the 2004 conference on Interaction design and children: building a community. Maryland, ACM.

Hall, L., S. Woods, et al. (2006). “FearNot! Involving children in the design of a Virtual Learning Environment.” International Journal of Artificial Intelligence in Education 16(4): 327-351.

Hanna, L., K. Risden, et al. (1997). “Guidelines for usability testing with children.” interactions 4(5): 9-14.

Hourcade, J., P., B. Bederson, B., et al. (2004). “Differences in pointing task performance between preschool children and adults using mice.” ACM Trans. Comput.-Hum. Interact. 11(4): 357-386.

Hourcade, J. P., B. B. Bederson, et al. (2003). “Accuracy, Target Reentry and Fitts’ Law Performance of Preschool Children Using Mice.” University of Maryland Technical Report, HCIL-2003 16.

Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children’s learning, Lawrence Erlbaum Assoc Inc.

Kay, A. C. (1995). “Computers, networks and education.” Scientific American 272(3): 148-155.

Kestenbaum, D. (2005). “The challenges of IDC: what have we learned from our past?” Commun. ACM 48(1): 35-38.

Luckin, R., J. Underwood, et al. (2006). “Designing educational systems fit for use: A case study in the application of human centred design for AIED.” International Journal of Artificial Intelligence in Education 16(4): 353-380.

Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. Proceedings of the 1982 conference on Human factors in computing systems. Gaithersburg, Maryland, United States, ACM.

Markopoulos, P. and M. Bekker (2003). “On the assessment of usability testing methods for children.” Interacting with Computers 15(2): 227-243.

Markopoulos, P. and ScienceDirect (2008). Evaluating children’s interactive products: principles and practices for interaction designers, Morgan Kaufmann.

Mitchel, R. and S. Brian (2005). Some reflections on designing construction kits for kids. Proceedings of the 2005 conference on Interaction design and children. Boulder, Colorado, ACM.

Moher, T. (2006). Embedded phenomena: supporting science learning with classroom-sized distributed simulations. Proceedings of the SIGCHI conference on Human Factors in computing systems. Montreal, Quebec, Canada, ACM.

Montemayor, J., A. Druin, et al. (2002). “Physical programming: designing tools for children to create physical interactive environments.”

Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas, Basic Books, Inc. New York, NY, USA.

Papert, S. and I. Harel (1991). “Situating constructionism.” Constructionism: 1-11.

Pares, N., P. Masri, et al. (2005). “Achieving dialogue with children with severe autism in an adaptive multisensory interaction: the” MEDIATE” project.” IEEE Transactions on Visualization and Computer Graphics 11(6): 734-743.

Read, J., C. (2008). “Validating the Fun Toolkit: an instrument for measuring children’s opinions of technology.” Cogn. Technol. Work 10(2): 119-128.

Read, J. C., S. J. MacFarlane, et al. (2002). Endurability, engagement and expectations: Measuring children’s fun.

Revelle, G. L. and E. F. Strommen (1990). “The effects of practice and input device used on young children’s computer control.” Journal of Computing in Childhood Education 2(1): 33-41.

Rogers, Y., M. Scaife, et al. (2002). “A conceptual framework for mixed reality environments: Designing novel learning activities for young children.” Presence: Teleoperators & Virtual Environments 11(6): 677-686.

Scaife, M. and Y. Rogers (1999). “Kids as informants: telling us what we didn’t know or confirming what we knew already.” The design of children’s technology: 27-50.

Scaife, M., Y. Rogers, et al. (1997). Designing for or designing with? Informant design for interactive learning environments, ACM New York, NY, USA.

Xie, L., A. Antle, A., et al. (2008). Are tangibles more fun?: comparing children’s enjoyment and engagement using physical, graphical and tangible user interfaces. Proceedings of the 2nd international conference on Tangible and embedded interaction. Bonn, Germany, ACM.

Ylva, F. and T. Jakob (2006). Finding design qualities in a tangible programming space. Proceedings of the SIGCHI conference on Human Factors in computing systems. Montreal, Quebec, Canada, ACM.