IDC '17- Proceedings of the 2017 Conference on Interaction Design and Children

Full Citation in the ACM Digital Library

SESSION: Keynote Addresses

What If Your Project's Timeline is a 100 Years?: Reflections on Computational Literacies

Crazy Like Us: Design for Vulnerable Populations

Teaching Teachers and Making Makers: What the Maker Movement Can Teach the World about Accessibility and Design

SESSION: Research Concepts & Participatory Design (Full Paper Session)

Intermediate-Level Knowledge in Child-Computer Interaction: A Call for Action

Abandoned but Not Forgotten: Providing Access While Protecting Foster Youth from Online Risks

Child as Protagonist: Expanding the Role of Children in Participatory Design

Blending Methods: Developing Participatory Design Sessions for Autistic Children

SESSION: Learning and (Parental) Engagement (Full Paper Session)

The Haptic Bridge: Towards a Theory for Haptic-Supported Learning

Not my Gumdrop Buttons!: Youth Tool Use in Designing an Electronic Shrek-themed Bean Bag Toss

Design Guidelines for Parent-School Technologies to Support the Ecology of Parental Engagement

Plan & Play: Supporting Intentional Media Use in Early Childhood

Investigating the Effects of Interactive Features for Preschool Television Programming

SESSION: Health, Wellness, and Development (Full Paper Session)

Identifying Patterns in IDC Research: Technologies for Improving Children's Well-being Connected to Overweight Issues

Bicultural: Examining Teenage Latinas' Perspectives on Technologies for Emotional Support

Virtual Reality MRI: Playful Reduction of Children's Anxiety in MRI Exams

Sex Talk: Designing for Sexual Health with Adolescents

SPRING: Customizable, Motivation-Driven Technology for Children with Autism or Neurodevelopmental Differences

SESSION: Coding and Computational Thinking (Full Paper Session)

From Smart Homes to Smart Kids: Design Research for CataKit

Using Eye-Tracking to Unveil Differences Between Kids and Teens in Coding Activities

Between a Block and a Typeface: Designing and Evaluating Hybrid Programming Environments

Tangible and Shared Storytelling: Searching for the Social Dimension of Constructionism

SESSION: Peer & Robot Interactions (Full Paper Session)

Collaborative Storytelling between Robot and Child: A Feasibility Study

Classification of Children's Handwriting Errors for the Design of an Educational Co-writer Robotic Peer

Designing for Parasocial Relationships and Learning: Linear Video, Interactive Media, and Artificial Intelligence

Persistent Memory in Repeated Child-Robot Conversations

SESSION: Literacy and Mixed Learning Environments (Full Paper Session)

SpeechBlocks: A Constructionist Early Literacy App

The Sound Labyrinth: Computers, Constructionism and Language Learning

Agency, Embodiment, & Affect During Play in a Mixed-Reality Learning Environment

SESSION: Notes (Short Papers)

TaBooGa: A Hybrid Learning App to Support Children's Reading Motivation

Creating Environmental Awareness with Upcycling Making Activities: A Study of Children in Germany and Palestine

Where are the Glass-Boxes?: Examining the Spectrum of Modularity in Physical Computing Hardware Tools

Toward Understanding Children's Perspectives on Using 3D Printing Technologies in their Everyday Lives

Kindergarten Programming Goes Mobile: Should The Next Years Be About Ubiquity?

Supporting Interactive Youth Maker Programs in Public and School Libraries: Design Hypotheses and First Implementations

Becoming Makers: Examining "Making" Literacy in the Elementary School Science Classroom

Designing Together?: Group Dynamics in Participatory Digital Badge Design with Teens

The Binding of Fenrir: Children in an Emerging Age of Transhumanist Technology

The SEL Transition Wheel: Designing for Early Childhood Social Emotional Learning

Making in Minecraft: A Means of Self-Expression for Youth with Autism

Parent-Child Dialogue with eBooks

Adolescent Online Safety: Moving Beyond Formative Evaluations to Designing Solutions for the Future

Constructing Meaning: Designing Powerful Story-Making Explorations for Children to Express with Tangible Computational Media

Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic

Augmented Games: Exploring Design Opportunities in AR Settings With Children

The KOROGARU Park Series: Three Features of the Park of the Future

Drawn into Science Through Authentic Virtual Practice

SESSION: Work in Progress/Late Breaking

Exploring and Evaluating Sound for Helping Children Self-Regulate with a Brain-Computer Application

Children's Views on Identification and Intention Communication of Self-driving Vehicles

Teaching and Learning of Chinese History in Minecraft: A Pilot Case-Study in Hong Kong Secondary Schools

Youth Reasoning With Interactive Data Visualizations: A Preliminary Study

Multisensory Games on Children's Empathetic Feelings and Cooperative Behavior: Developing a Kansei-Based Sensory Playground Design Workshop

YOLO, a Robot for Creativity: A Co-Design Study with Children

Creating Social Stories as Wearable Hyper-Immersive Virtual Reality Experiences for Children with Neurodevelopmental Disorders

Programming Literacy: Computational Thinking in Brazilian Public Schools

Cracking The Code: The Impact of Computer Coding on the Interactions of a Child with Autism

Designing a Robot Companion for Children with Neuro-Developmental Disorders

Bots for Tots: Girls' Perceived Versus Actual Competency in Technology and Making

Toward a Socio-Cultural Perspective on "Making": Pupils' Journey through Materials, People and Places

Click to Enter: Comparing Graphical and Textual Passwords for Children

Wearable Immersive Virtual Reality for Children with Disability: a Case Study

TunePad: Computational Thinking Through Sound Composition

Multisensory Participatory Design for Children with Special Educational Needs and Disabilities

D-TOX: Inducing Digital Detox for Nighttime via Smart Lamp Applied Gamification

Growing Designs with biomakerlab in High School Classrooms

Aiding the Transition from Novice to Traditional Programming Environments

The Programmable Battery: A Tool to Make Computational Making More Simple, Playful, and Meaningful

RobIn: A Half-baked Robot for Electronics in a STEM Context

A Multi-User Tabletop Application to Train Children with Autism Social Attention Coordination Skills without Forcing Eye-Gaze Following

Emotion Recognition via Face Tracking with RealSense(TM) 3D Camera for Children with Autism

Digital Natives and Cardboard Cubes: Co-Creating a Physical Play(ful) Ideation Tool with Preschool Children

Digital Fabrication as a Tool for Teaching High-School Students STEM at the University

Interactive fiction: Weaving together literacies of text and code

Investigating an Intervention System to Increase User Engagements on an Educational Social Q&A

Designing Inclusive STEM Activities: A Comparison of Playful Interactive Experiences Across Gender

CodeStitch: Leveraging Analogical Encoding in a Game Space

Mathematical Reflections: The Design Potential of Ensemble Performance

Designing Towards Maximum Motivation and Engagement in an Interactive Speech Therapy Game

"Hey Google is it OK if I eat you?": Initial Explorations in Child-Agent Interaction

Scratch Nodes: Coding Outdoor Play Experiences to enhance Social-Physical Interaction

From Parents to Mentors: Parent-Child Interaction in Co-Making Activities

Investigating Children's Passwords using a Game-based Survey

BacToMars: Creative Engagement with Bio-Design for Children

Connected Spaces: Helping Makers Know Their Neighbors

A Tattooed Bracelet for Child Vaccination Records in a Developing World Context

An Observational Coding Scheme for Detecting Children's Usability Problems in Augmented Reality

Autistic Children's Use of Technology and Media: A Fieldwork Study

Designing a Physical Computing Toolkit to Utilize Miniature Computers: A Case Study of Selective Exposure

DEMONSTRATION SESSION: Demonstrations

Home Game: an Educational Game for Children with Cognitive Impairments

SAM: The School Attachment Monitor

Close the Circuit 'N Play the Electrons: Learning Electricity with an Augmented Circuit Exhibit

Revisiting Turtles and Termites: an Open-ended Interactive Physical Game with Multiple Robots

Bear Abouts: Sharing Stories across the Physical and Digital

Energetic Alpha, Playful Handwriting Practice for Children

Children Designing Videos: Tools, Pedagogical Models, and Best Practices for Digital Storytelling and Media-Making in the Classroom

Geometris: Designing Collaborative Mathematical Interactions For Children

Forest Friends Demo: A Game-Exhibit to Promote Computer Science Concepts in Informal Spaces

Knitting Visualizer: Connecting Craft and Code

Cool Cities A Tangible User Interface for Thinking Critically about Climate Change

StringForce: A Forced Collaborative Interaction Game for Special Education

On Active Sharing and Responses to Joint Attention Bids by Children with Autism in a Loosely Coupled Collaborative Play Environment

DiMBI: An Interface to Connect People to Math's Big Ideas of Patterns and Relations

Tuk Tuk: A Block-Based Programming Game

The Conference of the Birds: A Collaborative Storytelling Environment for Literacy Development

Sonification Blocks: A Block-Based Programming Environment For Embodied Data Sonification

BetaKit: Tinkering with Physical Programming

WORKSHOP SESSION: Workshops

Interaction Design and Autistic Children

Playing Together: The Importance of Joint Engagement in the Design of Technology for Children

Of Kittens and Kiddies: Reflections on Participatory Design with Small Animals and Small Humans

Make2Learn with IoT: Engaging Children into Joyful Design and Making of Interactive Connected Objects

Equity & Inclusivity at IDC

Analyzing Children's Contributions and Experiences in Co-design Activities: Synthesizing Productive Practices

Learning by Making for STEM Success

SESSION: Research and Design Competition

Feelbot: Reducing Use of Bad Words in Children through Wearable using Artificial Intelligence and Gamification

Promoting CARE: Changes via Awareness, Recognition and Experience