From Consumers to Co-authors: Exploring the Participatory Design of Tangible Technology in an Educational Context
DOI:
https://doi.org/10.5753/rbie.2019.27.02.91Keywords:
Participatory Design, Tangible Interfaces, Sphero, EducationAbstract
The tangibility of computer systems is increasingly present in people's daily lives, so children are naturally immersed in this world. While the academic literature has shown the benefits of tangible interfaces in learning environments, initiatives that enable educators to shift consumers' positions to active agents in the design of this technology are still rare. In this context, this work seeks to contribute to the involvement of education professionals in the design of mobile systems for the educational context. The article explores Participatory Design techniques in the design and development of Gira Letra, an educational application aimed at children, which uses the Sphero robotic ball as a tangible interface. The process used and the results of three participatory workshops that focused on the product design and on the design and evaluation of a prototype created for the Android platform are presented and discussed. The workshops were carried out in a school context, in an institution that offers supplementary education, with the participation of children and teachers. The results suggest the viability of the process conducted and point out new avenues of investigation.
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Copyright (c) 2019 Bruna Zanetti Panaggio, M. Cecília C. Baranauskas
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