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“幸福创造者”:通过与儿童的参与式设计为积极计算技术提供信息。

"Happiness Inventors": Informing Positive Computing Technologies Through Participatory Design With Children.

作者信息

Yarosh Svetlana, Schueller Stephen Matthew

机构信息

GroupLens Research Center, Department of Computer Science & Engineering, University of Minnesota, Minneapolis, MN, United States.

Center for Behavioral Intervention Technologies, Feinberg School of Medicine, Northwestern University, Chicago, IL, United States.

出版信息

J Med Internet Res. 2017 Jan 17;19(1):e14. doi: 10.2196/jmir.6822.

Abstract

BACKGROUND

Positive psychological interventions for children have typically focused on direct adaptations of interventions developed for adults. As the community moves toward designing positive computing technologies to support child well-being, it is important to use a more participatory process that directly engages children's voices.

OBJECTIVE

Our objectives were, through a participatory design study, to understand children's interpretations of positive psychology concepts, as well as their perspectives on technologies that are best suited to enhance their engagement with practice of well-being skills.

METHODS

We addressed these questions through a content analysis of 434 design ideas, 51 sketches, and 8 prototype and videos, which emerged from a 14-session cooperative inquiry study with 12 child "happiness inventors." The study was part of a summer learning camp held at the children's middle school, which focused on teaching the invention process, teaching well-being skills drawn from positive psychology and related areas (gratitude, mindfulness, and problem solving), and iterating design ideas for technologies to support these skills.

RESULTS

The children's ideas and prototypes revealed specific facets of how they interpreted gratitude (as thanking, being positive, and doing good things), mindfulness (as externally representing thought and emotions, controlling those thoughts and emotions, getting through unpleasant things, and avoiding forgetting something), and problem solving (as preventing bad decisions, seeking alternative solutions, and not dwelling on unproductive thoughts). This process also revealed that children emphasized particular technologies in their solutions. While desktop or laptop solutions were notably lacking, other ideas were roughly evenly distributed between mobile apps and embodied computing technologies (toys, wearables, etc). We also report on desired functionalities and approaches to engagement in the children's ideas, such as a notable emphasis on representing and responding to internal states.

CONCLUSIONS

Our findings point to promising directions for the design of positive computing technologies targeted at children, with particular emphases on the perspectives, technologies, engagement approaches, and functionalities that appealed to the children in our study. The dual focus of the study on teaching skills while designing technologies is a novel methodology in the design of positive computing technologies intended to increase child well-being.

摘要

背景

针对儿童的积极心理干预通常侧重于直接改编为成年人开发的干预措施。随着社会朝着设计支持儿童福祉的积极计算技术发展,采用更具参与性的过程直接纳入儿童的声音非常重要。

目的

我们的目标是通过一项参与式设计研究,了解儿童对积极心理学概念的理解,以及他们对最适合增强其参与幸福技能实践的技术的看法。

方法

我们通过对434个设计想法、51幅草图、8个原型和视频进行内容分析来解决这些问题,这些内容来自与12名儿童“幸福发明家”进行的为期14节的合作探究研究。该研究是在儿童中学举办的暑期学习营的一部分,重点是教授发明过程、教授从积极心理学及相关领域(感恩、正念和解决问题)中汲取的幸福技能,以及迭代支持这些技能的技术的设计想法。

结果

孩子们的想法和原型揭示了他们对感恩(如感谢、保持积极和做好事)、正念(如从外部表达思想和情绪、控制这些思想和情绪、度过不愉快的事情以及避免忘记某事)和解决问题(如防止做出错误决定、寻求替代解决方案以及不纠结于无意义的想法)的具体理解。这个过程还表明,孩子们在他们的解决方案中强调了特定的技术。虽然明显缺乏桌面或笔记本电脑解决方案,但其他想法在移动应用程序和实体计算技术(玩具、可穿戴设备等)之间大致均匀分布。我们还报告了孩子们想法中期望的功能和参与方式,例如特别强调呈现和回应内部状态。

结论

我们的研究结果为针对儿童的积极计算技术设计指明了有前景的方向,特别强调了在我们的研究中吸引孩子们的观点、技术、参与方式和功能。该研究在设计技术的同时教授技能的双重重点是旨在提高儿童福祉的积极计算技术设计中的一种新颖方法。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/61ea/5285607/1bf84fc8c2c2/jmir_v19i1e14_fig1.jpg

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