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Using Peer Tutoring in Evaluating the Usability of a Physically Interactive Computer Game with Child

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Title: Using Peer Tutoring in Evaluating the Usability of a Physically Interactive Computer Game with Child


1
Using Peer Tutoring in Evaluating the Usability
of a Physically Interactive Computer Game with
Children
  • Johanna Höysniemi
  • 29 August 2002
  • IDC2002, Eindhoven

2
Contents
  • Introduction (1)
  • The background of the method (1)
  • The application of the method (2)
  • The benefits of peer tutoring (4)
  • Drawbacks and challenges (1)
  • Discussion (1)
  • Today, we are not going to talk about
  • Usability and computer games

3
  • Definition Peer tutoring is a usability
    evaluation method where children teach other
    children how to use the product that is being
    evaluated in a familiar social setting.
  • Usability flaws can be found by observing and
    analyzing childrens communication and behavior
    in a peer teaching situation.
  • Peers are children of similar age and status who
    spend time together on a daily basis.
  • Tutor teacher, expert
  • Tutee student, novice user

4
  • Based on a well-known approach in childrens
    education.
  • Development psychology (Corsaro, Damon Phelps)
  • Peer interaction and learning (Topping, Garvey,
    Goodblad, Cooper)
  • Social psychology and development (Rogoff,
    Resnick, Doise)
  • Cognitive psychology (Piaget, Vygotsky, Wood)
  • Peer tutoring vs. Co-discovery learning,
    Co-participation, Thinking aloud and Paired
    usability testing
  • Druin, Nielsen, Hanna the learnability of the
    product relates to childrens enjoyment of it.

5
  • Developed for the usability evaluation purposes
    of QuiQuis Giant Bounce - a physically and
    vocally interactive computer game for 4 to 9
    year old children.
  • Existing usability evaluation methods did not
    suit our needs well enough.
  • What were we interested in?
  • Physical actions and playability
  • Learnability and teachability
  • Communication and instructions
  • Duration of play

6
  • Two test sessions with 28 children aged 5 to 9.
  • Setup a webcam, a laptop, and a video camera.
  • Roles interactor, tutee, tutor and cameraman.
  • Two variations of the method were used.

Each-one-teach-one
Two-on-one
Images by www.lego.com
7
  • Testing can be carried out in an environment
    familiar to the children.
  • Peers are usually so engaged with the game and
    with each other that they do not even notice the
    testing is going on.
  • When a child has a peer in the test space, the
    children are more relaxed to communicate.

8
  • Adult-child communication and power structures
    could sidetrack the test situation.
  • Tutor and tutee are cognitively closer and the
    cognitive load can be split.
  • Children need not be asked to think aloud.
  • Tutor helps adults to see the situation through
    the eyes of the other child.

9
  • Children can manage their own interactions.
  • One child teaches the other and thus takes an
    active role as an instructor in a testing
    situation.
  • Rogoff Children are likely to treat the
    situation differently if they are in charge of it
    rather than being given a task by adults.

10
  • Crucial in evaluating the physical
    appropriateness and playability of the game
    tasks.
  • Physical actions and communication can be
    further analyzed.
  • Children were not intimidated by the video
    camera.

11
Drawbacks and challenges
  • Requires a lot of work and a multidisciplinary
    research team.
  • Should be used together with a collaborative
    design method.
  • If applied in a different context, the challenge
    is in designing the test setup and tasks and how
    the tutor-tutee roles are explained to the
    children.

12
  • Further development and analysis of the method
    still needed
  • Variations of the method
  • Role issues (interactor, tutor-tutee)
  • Age appropriateness
  • Childrens preferences of being tutors and
    tutees
  • Teaching experiences and skills needed

13
Thank you! Questions? johanna_at_cs.uta.fi P.S
More information about the QuiQuis Giant Bounce
project can be found at www.kukakumma.net
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