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Other titles in the Interactive Technologies series:
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers (Interactive Technologies)by Panos Markopoulos
Synopses & Reviews
Interactive products designed for children—whether toys, games, educational products, or websites—are increasingly embedded in children’s 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.
As the demand for interactive products for children rises, and as different media and platforms become embedded in children's lives and in their school experiences, there is a need for usability experts, product developers and researchers to carry out sound and unbiased evaluations of these products for the use to which they are put. Currently there is no book available that covers this field.
This book is just what the doctor ordered Based on the authors' workshops, conference courses, and own design experience and research, this book is a highly practical handbook in style, but also completely research-based. Each chapter includes tips and mini case studies and each section ends with a bibliography for further reading and some short exercises that help the reader understand the theory and methods that have been introduced. The last section of the book includes three longer complete case studies.
* first of its kind a complete and practical handbook of interaction design methods specifically for use with children's technology.
* emphasis on what different methods and tools are needed when children are involved in the evaluation and/or the evaluation is of a children's product.
* three major and many mini-case studies pepper the book with real-life problems and solutions;
* full color production and illustrations.
Table of Contents
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
15 INSPECTION METHODS
PART 4 CASE STUDIES
16 CASE STUDY 1: GAME-CONTROLLING GESTURES IN
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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