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Evaluating children's interactive pr...
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Markopoulos, P.
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Evaluating children's interactive products = principles and practices for interaction designers /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Evaluating children's interactive products/ Panos Markopoulos ... [et al.].
其他題名:
principles and practices for interaction designers /
其他作者:
Markopoulos, P.
出版者:
Amsterdam ;Morgan Kaufmann, : c2008.,
面頁冊數:
1 v.
內容註:
PART 1 CHILDREN AND TECHNOLOGY -- 1 WHAT IS A CHILD -- 2 CHILDREN AND INTERACTIVE TECHNOLOGY -- 3 THE INTERACTIVE PRODUCT LIFECYCLE -- PART 2 EVALUATING WITH AND FOR CHILDREN -- 4 ETHICAL PRACTICE IN EVALUATIONS -- 5 PLANNING THE EVALUATION STUDY -- 6 BEFORE THE EVALUATION -- 7 DURING THE EVALUATION -- 8 AFTER THE EVALUATION -- PART 3 METHODS OF EVALUATION -- 9 RECORDING AND LOGGING -- 10 OBSERVATION METHODS -- 11 VERBALIZATION METHODS -- 12 THE WIZARD OF OZ METHOD -- 13 SURVEY METHODS -- 14 DIARIES -- 15 INSPECTION METHODS -- PART 4 CASE STUDIES -- 16 CASE STUDY 1: GAME-CONTROLLING GESTURES IN -- INTERACTIVE GAMES -- 17 CASE STUDY 2: EMBEDDING EVALUATION IN THE -- DESIGN OF A PERVASIVE GAME CONCEPT -- 18 CASE STUDY 3: USING SURVEY METHODS AND EFFICIENCY METRICS.
標題:
Child consumers. -
電子資源:
http://www.engineeringvillage.com/controller/servlet/OpenURL?genre=book&isbn=9780123741110An electronic book accessible through the World Wide Web; click for information
電子資源:
http://www.sciencedirect.com/science/book/9780123741110An electronic book accessible through the World Wide Web; click for information
ISBN:
0123741114
Evaluating children's interactive products = principles and practices for interaction designers /
Evaluating children's interactive products
principles and practices for interaction designers /[electronic resource] :Panos Markopoulos ... [et al.]. - Amsterdam ;Morgan Kaufmann,c2008. - 1 v. - The Morgan Kaufmann series in interactive technologies.
Includes bibliographical references and index.
PART 1 CHILDREN AND TECHNOLOGY -- 1 WHAT IS A CHILD -- 2 CHILDREN AND INTERACTIVE TECHNOLOGY -- 3 THE INTERACTIVE PRODUCT LIFECYCLE -- PART 2 EVALUATING WITH AND FOR CHILDREN -- 4 ETHICAL PRACTICE IN EVALUATIONS -- 5 PLANNING THE EVALUATION STUDY -- 6 BEFORE THE EVALUATION -- 7 DURING THE EVALUATION -- 8 AFTER THE EVALUATION -- PART 3 METHODS OF EVALUATION -- 9 RECORDING AND LOGGING -- 10 OBSERVATION METHODS -- 11 VERBALIZATION METHODS -- 12 THE WIZARD OF OZ METHOD -- 13 SURVEY METHODS -- 14 DIARIES -- 15 INSPECTION METHODS -- PART 4 CASE STUDIES -- 16 CASE STUDY 1: GAME-CONTROLLING GESTURES IN -- INTERACTIVE GAMES -- 17 CASE STUDY 2: EMBEDDING EVALUATION IN THE -- DESIGN OF A PERVASIVE GAME CONCEPT -- 18 CASE STUDY 3: USING SURVEY METHODS AND EFFICIENCY METRICS.
Interactive products designed for childrenwhether toys, games, educational products, or websitesare increasingly embedded in childrens lives and school experiences. Making these products safe, effective, and entertaining requires new methodologies for carrying out sound and unbiased evaluations for these users with unique requirements, environments, and ethical considerations. This book directly addresses this need by thoroughly covering the evaluation of all types of interactive technology for children. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. Essential reading for usability experts, product developers, and researchers in the field. * Presents an essential background in child development and child psychology, particularly as they relate to technology. * Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology. * Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2008.
Mode of access: World Wide Web.
ISBN: 0123741114
Source: 139848:139985Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
551898
Child consumers.
Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: TS171.4 / .E93 2008eb
Dewey Class. No.: 006.7
Evaluating children's interactive products = principles and practices for interaction designers /
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PART 1 CHILDREN AND TECHNOLOGY -- 1 WHAT IS A CHILD -- 2 CHILDREN AND INTERACTIVE TECHNOLOGY -- 3 THE INTERACTIVE PRODUCT LIFECYCLE -- PART 2 EVALUATING WITH AND FOR CHILDREN -- 4 ETHICAL PRACTICE IN EVALUATIONS -- 5 PLANNING THE EVALUATION STUDY -- 6 BEFORE THE EVALUATION -- 7 DURING THE EVALUATION -- 8 AFTER THE EVALUATION -- PART 3 METHODS OF EVALUATION -- 9 RECORDING AND LOGGING -- 10 OBSERVATION METHODS -- 11 VERBALIZATION METHODS -- 12 THE WIZARD OF OZ METHOD -- 13 SURVEY METHODS -- 14 DIARIES -- 15 INSPECTION METHODS -- PART 4 CASE STUDIES -- 16 CASE STUDY 1: GAME-CONTROLLING GESTURES IN -- INTERACTIVE GAMES -- 17 CASE STUDY 2: EMBEDDING EVALUATION IN THE -- DESIGN OF A PERVASIVE GAME CONCEPT -- 18 CASE STUDY 3: USING SURVEY METHODS AND EFFICIENCY METRICS.
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Interactive products designed for childrenwhether toys, games, educational products, or websitesare increasingly embedded in childrens lives and school experiences. Making these products safe, effective, and entertaining requires new methodologies for carrying out sound and unbiased evaluations for these users with unique requirements, environments, and ethical considerations. This book directly addresses this need by thoroughly covering the evaluation of all types of interactive technology for children. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. Essential reading for usability experts, product developers, and researchers in the field. * Presents an essential background in child development and child psychology, particularly as they relate to technology. * Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology. * Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management.
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