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Interactive Toy Characters as Interfaces for Children Erik Strommen

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Actimates Teletubbies. Actimates Barney. Actimates Arthur and D.W. ... Actimates Teletubbies. Character description: peer. character, limited speech, ... – PowerPoint PPT presentation

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Title: Interactive Toy Characters as Interfaces for Children Erik Strommen


1
Interactive Toy Characters as Interfaces for
ChildrenErik Strommen Interactive Toy Group
Microsoft Corp.
  • Reviewed By Jason Burke

2
Interactive Toy Characters
  • Resemble familiar characters from childrens
    media
  • Use social mimicry as an interface strategy
  • Designed to build on children's social
    expectations in order to
  • Improve usability of technology
  • Promote learning and development

3
Chapter Overview
  • Summary of background theory and research
  • Case studies
  • Future directions
  • Conclusions

4
Summary of Background Theory and Research
  • Why move technology interactions closer to human
    interactions?
  • Goal relieve task demand burdens on the user by
    making use of the social understandings which
    users already possess
  • Children develop social skills much more quickly
    than speech and motor abilities
  • Why use physical characters?
  • Size and presence
  • Use of non-verbal input with spoken or visual
    output plays to the strengths of children

5
Summary of Background Theory and Research (Cont.)
  • Why use popular media characters?
  • Presumed intimacy establishes a positive
    disposition to the character
  • Characters known personality sets up rules for
    interaction
  • What research still needs to be done?
  • No reliable way to predict childrens actual
    responses to specific character interactions

6
Case Studies
  • Microsofts Actimates group
  • Three products
  • Actimates Teletubbies
  • Actimates Barney
  • Actimates Arthur and D.W.
  • Each product developed over 12-14 months using at
    least 12 supporting research studies

7
Actimates Teletubbies
  • Character description peer
  • character, limited speech,
  • use music and sound effects
  • User profile ages 1-4,
  • limited speech and cognitive
  • capabilities
  • Input five sensors (hands, feet, and tummy)
  • Output speech (1-2 word phrases), non-verbal
    music, visual display on tummy

8
Actimates Teletubbies (Cont.)
  • Functions musical animations and games
  • Design considerations
  • All hands and feet perform same function to
    accommodate low user cognitive skills
  • Fit the input method to the level of user
    expertise and frequency of use
  • Lessons learned through research
  • Tummy sensor not part of original design

9
Actimates Barney
  • Character Description gentle
  • authority character, speech
  • focused, singing and
  • movement important
  • User Profile ages 2-5,
  • limited speech and cognitive
  • capabilities
  • Input five sensors (hands, feet, and eyes)
  • Output speech (brief phrases), verbal music,
    arm and head movement

10
Actimates Barney (Cont.)
  • Functions songs, games, and peek-a-boo
  • Design considerations
  • Use short phrases to not overwork users
    sequential memory
  • Use direct questions -- more response-provoking
    than open questions
  • Hands and feet perform different functions,
    however, no concept of left or right due to lack
    of visual feedback

11
Actimates Barney (Cont.)
  • Lessons learned through research
  • Children were able to quickly learn the
    sensor/function relationships
  • Use of movement can be important to some
    functions (singing) but disruptive to others
    (games)

12
Actimates Arthur and D.W.
  • Character Description peer
  • character, speech focused
  • User Profile ages 4-7,
  • higher speech and cognitive
  • capabilities, higher
  • cooperative skills
  • Input seven sensors (hands, feet, ears, and
    wrist watch)
  • Output speech (brief phrases)

13
Actimates Arthur and D.W. (Cont.)
  • Functions hear character thoughts, play games,
    and tell time
  • Design considerations
  • Games and speech need to address the capabilities
    of the older audience
  • Sensors can have more context-based control (as
    opposed to simply progressing content)
  • Still no concept of left or right
  • Lessons learned through research
  • Children did not react well to the original
    designs handling of failures in game playing

14
Interacting With Media
  • Characters can also be used for sharing and
    enhancing media experiences
  • All characters can communicate with media sources
    via RF technology
  • All characters can use TV media
  • Barney, Arthur, and D.W. can use PCs

15
Interacting With Television
  • Enabled through special broadcasts and videos
  • Research has shown that TV learning can be
    enhanced when accompanied by questions and
    comments from adults and peers
  • Co-viewing interactions are scripted based upon
    the program content and the interactive
    characters target audience
  • Lessons learned through research
  • Use different responses for sensor activation
    when sharing a TV experience than when the
    character is in freestanding mode

16
Interacting With the PC
  • Enabled through software or certain web sites
  • Child inputs affect program content and character
    behavior
  • On-screen characters provide direction for
    computer control
  • Physical character provides guidance or hints to
    aid the childs actions

17
Interacting With the PC (Cont.)
  • Lessons learned through research
  • Integrating mouse/character interface control is
    difficult
  • Children expect the characters sensor/function
    relationships to be the same as when in
    freestanding mode

18
The Future
  • A more personalized character
  • Better knowledge of the child
  • Memory of previous interactions
  • Dynamic interaction
  • Learn new games and phrases based upon the way
    that the character is used

19
Conclusion
  • Using physical characters as interfaces allows
    children to use technology by capitalizing on
    their relatively developed social skills
  • Designing such characters for children should
    make use of careful testing and evaluation due to
    the limited understanding of childrens
    competency and expectations about social
    interactions
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