skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Play-Based Design: Giving 3- to 4-Year-Old Children a Voice in the Design Process
There has been a dramatic growth in interactive technology use by children under the age of 5 during the past decade. Despite this growth, children under the age of 5 typically participate only as users or testers in the design process in the overwhelming majority of projects targeting this population presented in key child-computer interaction venues. In this paper we introduce play-based design, an age-appropriate design method to give 3-4-year-old children a voice in the design process. More specifically, we contribute a thorough analysis of the use of existing methods to design technologies for children under the age of 5, a summary of the process that resulted in the development of play-based design, a detailed description of play-based design, a qualitative analysis of our experience implementing play-based design with two groups of children, and a discussion of play-based design's place among other methods, its advantages, and limitations.  more » « less
Award ID(s):
1908476
PAR ID:
10170261
Author(s) / Creator(s):
; ; ; ; ; ; ;
Date Published:
Journal Name:
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Page Range / eLocation ID:
1 to 14
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Do children use objects to infer the people and actions that created them? We ask how children judge whether designs were socially transmitted (copied), asking if children use a simple perceptual heuristic (more similar = more likely copied), or make a rational, flexible inference (Bayesian inverse planning). We found evidence that children use inverse planning to reason about artifacts’ designs: When children saw two identical designs, they did not always infer copying occurred. Instead, similarity was weaker evidence of copying when an alternative explanation ‘explained away’ the similarity. Thus, children inferred copying had occurred less often when designs were efficient (Exp1, age 7-9; N=52), and when there was a constraint that limited the number of possible designs (Exp2, age 4-5; N=160). When thinking about artifacts, young children go beyond perceptual features and use a process like inverse planning to reason about the generative processes involved in design. 
    more » « less
  2. null (Ed.)
    Childhood ambulatory disabilities detract from not only the physical development, but also the social engagement of young children. Commercial mobility aids can help improve the autonomy of children with disabilities, but affordability issues, policy challenges, and uncertainty about training standards limit early use of these devices. In this paper, we build on affordable research-grade mobility aids for young children and consider how to design and evaluate an assistive robot that can support the use of these devices. With young children’s contingency learning abilities in mind, we designed an assistive mobile robot capable of supplying age-appropriate light, sound, and bubble rewards. We conducted a first evaluation of the robot’s ability to support driving practice with N = 5 typically developing infants. The results indicate mixed success of the robot rewards; driving distances uniformly tended to fall over the course of the study, but children did tend to look at the robot. In a second exploratory study involving N = 6 children in free ambulatory play, we see clearer differences in gaze and behavior from the introduction of an assistive robot. Generally, this research can inform others interested in assistive robotic interventions for young children. 
    more » « less
  3. When young children create, they are exploring their emerging skills. And when young children reflect, they are transforming their learning experiences. Yet early childhood play environments often lack toys and tools to scaffold reflection. In this work, we design a stuffed animal robot to converse with young children and prompt creative reflection through open-ended storytelling. We also contribute six design goals for child-robot interaction design. In a hybrid Wizard of Oz study, 33 children ages 4-5 years old across 10 U.S. states engaged in creative play then conversed with a stuffed animal robot to tell a story about their creation. By analyzing children’s story transcripts, we discover four approaches that young children use when responding to the robot’s reflective prompting: Imaginative, Narrative Recall, Process-Oriented, and Descriptive Labeling. Across these approaches, we find that open-ended child-robot interaction can integrate personally meaningful reflective storytelling into diverse creative play practices. 
    more » « less
  4. Agency is essential to play. As we design conversational agents for early childhood, how might we increase the child-centeredness of our approaches? Giving children agency and control in choosing their agent representations might contribute to the overall playfulness of our designs. In this study with 33 children ages 4–5 years old, we engaged children in a creative storytelling interaction with conversational agents in stuffed animal embodiments. Young children conversed with the stuffed animal agents to tell stories about their creative play, engaging in question and answer conversation from 2 minutes to 24 minutes. We then interviewed the children about their perceptions of the agent’s voice, and their ideas for agent voices, dialogues, and interactions. From babies to robot daddies, we discover three themes from children’s suggestions: Family Voices, Robot Voices, and Character Voices. Additionally, children desire agents who (1) scaffold creative play in addition to storytelling, (2) foster personal, social, and emotional connections, and (3) support children’s agency and control. Across these themes, we recommend design strategies to support the overall playful child-centeredness of conversational agent design. 
    more » « less
  5. Wearable construction toolkits have shown promise in broadening participation in computing and empowering users to create personally meaningful computational designs. However, these kits present a high barrier of entry for some users, particularly young children (K-6). In this paper, we introduce MakerWear, a new wearable construction kit for children that uses a tangible, modular approach to wearable creation. We describe our participatory design process, the iterative development of MakerWear, and results from single- and multi-session workshops with 32 children (ages 5-12; M=8.3 years). Our findings reveal how children engage in wearable design, what they make (and want to make), and what challenges they face. As a secondary analysis, we also explore age-related differences. 
    more » « less