HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,302,399
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Benton_L* Results: 8 Sorted by: Date  Comments?
Help Dates
Limit:   
Using Gamification to Motivate Students with Dyslexia Learning Facilitaton / Gooch, Daniel / Vasalou, Asimina / Benton, Laura / Khaled, Rilla Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.969-980
ACM Digital Library Link
Summary: The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslexia who are transitioning from primary to secondary school. Two teachers from specialist dyslexia teaching centres used classDojo, a gamification platform, during their teaching sessions for one term. We detail how the teachers appropriated the platform in different ways and how the students discussed classDojo in terms of motivation. These findings have subsequently informed a set of provisional implications for gamification distilling opportunities for future pedagogical uses, gamification design for special education and methodological approaches to how gamification is studied.

Problematizing cultural appropriation Research paper presentations / Vasalou, Asimina / Khaled, Rilla / Gooch, Daniel / Benton, Laura Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.267-276
ACM Digital Library Link
Summary: Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This paper problematizes cultural appropriation in the context of a serious game for children inspired by Día de los Muertos, a Mexican festival focused on remembrance of the dead. Taking a research through design approach, we demonstrate that recontextualised cultural elements can retain their basic, original meaning. However, we also find that cultural appropriation is inevitable and its ethical implications can be far reaching. In our context, ethical concerns arose as a result of children's beliefs that death affects prominent others and their destructive ways of coping with death. We argue that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives.

Situated design for creative, reflective, collaborative, technology-mediated learning Reflection / Dadzie, Aba-Sah / Benton, Laura / Vasalou, Asimina / Beale, Russell Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.83-92
ACM Digital Library Link
Summary: STEM subjects are typically seen as boring, geeky, difficult to learn and with low relevance to real life. To counter this opinion, we aim to foster engagement with and curiosity about STEM subjects, through an approach to learning that facilitates the construction of understanding of key, threshold concepts (TCs). To achieve this, we engender creativity by using performance as a means of expression. We demonstrate how the process of collaboratively crafting a video to explain a TC students have been introduced to helps them to break down the concept, and through reflection on each piece of knowledge about it, build understanding about its different aspects, and further develop their knowledge. We aim through this approach to encourage students to work together to discover, explore, engage in lateral, visual thinking, and therefore develop deep, shared understanding of TCs in STEM subjects.

Understanding and fostering children's storytelling during game narrative design Thursday short papers / Benton, Laura / Vasalou, Asimina / Gooch, Daniel / Khaled, Rilla Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.301-304
ACM Digital Library Link
Summary: Children typically have extensive expertise and experiences of computer games, which can enable them to make valuable contributions when involved in the design of games. Within this paper we discuss our approach to the involvement of children in the game design process, specifically to inform a game narrative. We describe two design workshops with children, which focused on the design of the narrative within a literacy game based on the Day of the Dead festival. We describe how the knowledge that resulted from these workshops furthered our understanding of children's storytelling schema and preferences for games as well as their approach to story creation and expression during the game design process. We also discuss how our findings informed an initial set of design principles for guiding narrative design within children's games as well as recommendations for including storytelling design activities within the technology design process.

Diversity for design: a framework for involving neurodiverse children in the technology design process Participatory design / Benton, Laura / Vasalou, Asimina / Khaled, Rilla / Johnson, Hilary / Gooch, Daniel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3747-3756
ACM Digital Library Link
Summary: The neurodiversity movement seeks to positively reframe certain neurological conditions, such as autism spectrum disorders (ASD) and dyslexia, by concentrating on their strengths. In recent years, neurodiverse children have increasingly been involved in the technology design process, but the design approaches adopted have focused mostly on overcoming difficulties of working with these children, leaving their strengths untapped. We present a new participatory design (PD) framework, Diversity for Design (D4D), which provides guidance for technology designers working with neurodiverse children in establishing PD methods that capitalize on children's strengths and also support potential difficulties. We present two case studies of use of the D4D framework, involving children with ASD and dyslexia, showing how it informed the development and refinement of PD methods tailored to these populations. In addition, we show how to apply the D4D framework to other neurodiverse populations.

Developing IDEAS: supporting children with autism within a participatory design team Health & children / Benton, Laura / Johnson, Hilary / Ashwin, Emma / Brosnan, Mark / Grawemeyer, Beate Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2599-2608
ACM Digital Library Link
Summary: IDEAS (Interface Design Experience for the Autistic Spectrum) is a method for involving children with Autism Spectrum Disorders (ASD) in the technology design process. This paper extends the IDEAS method to enable use with a design team, providing specific added support for communication and collaboration difficulties that may arise. A study to trial this extended method was conducted with two design teams, each involving three children with ASD, in a series of six, weekly design sessions focused on designing a math game. The findings from this study reveal that the children were able to successfully participate in the sessions and collaborate with other children. The findings also highlight the positive experience that involvement in such a process can offer this population.

Supporting children with autism to participate throughout a design process Video presentations / Grawemeyer, Beate / Ashwin, Emma / Benton, Laura / Brosnan, Mark / Johnson, Hilary Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1449-1450
ACM Digital Library Link
Summary: A deficit in social communication is one of a number of core features of autism that can result in the exclusion of individuals with autism from the design process. Individuals with autism can be highly motivated by new technology, and the design of technologies for individuals with autism could potentially benefit from their direct input. We structured participatory design sessions using Cooperative Inquiry specifically to support the needs of individuals with autism. This video highlights how, when appropriately supported, the challenges of the social communication deficits associated with autism can be overcome and individuals with autism can take a full and active role within the design process.

IDEAS: an interface design experience for the autistic spectrum Works-in-progress / Benton, Laura / Johnson, Hilary / Brosnan, Mark / Ashwin, Emma / Grawemeyer, Beate Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1759-1764
ACM Digital Library Link
Summary: Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can be difficult due to their wide ranging and individual needs. Participatory Design (PD) is a design method that could be used to better meet these needs, by giving this population an opportunity to directly contribute to software designed for their use. Researchers have begun to involve children with ASD in the design process, but there is not yet a design method specifically adapted to support the potential difficulties this group may experience during PD sessions. This paper presents a new design method, IDEAS, which attempts to fulfill this need. The development of this method is described along with an initial pilot undertaken to determine the feasibility of using this method with an ASD population. The results indicate that the majority of children with ASD were able to produce a successful final design using this method, and have the potential to be involved in PD sessions as part of a design team.