Articles about 어린이

비트 뒤집기: 아동을 위한 창의적 매체로서의 기술 활용

Two young children using a tablet

기술은 수많은 역할을 할 수 있습니다. 동반자도 될 수 있고, 수행자도 될 수 있고 공급자도 될 수 있습니다. 그래서 아이들이 자신의 환경과 자기만의 발전을 구체화하는 경험을 창출하는 데 도움을 줄 수 있습니다. [자세히 읽기]

가르침을 통한 테스트: 또래 교사, 어린이를 위한 사용성 평가법

Two children at a computer

또래 교사(Peer Tutoring)는 어린이와 함께 사용성 평가를 할 때 LEGO 그룹이 성공적으로 사용한 방법입니다. 또래 교사 방법을 통해 한 아이가 선생님 역할을 하며 그 아이 고유의 단어로 디지털 제품을 친구에게 설명합니다. [자세히 읽기]

(English) Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

(English) This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. [자세히 읽기]

(English) What’s News: Mommy, Can I Play with Your iPhone?

photo of the Woogie

(English) The Woogie, a stuffed animal into which you can insert your iPhone, helps childproof your phone, however parents must monitor the content their children view. [자세히 읽기]

(English) MESS Days: Working with Children to Design and Deliver Worthwhile Mobile Experiences

A child's design

(English) Designing with children adds a new dimension to user experience design and usability testing. Our understanding in how children can best contribute is still developing. [자세히 읽기]

(English) Designing for Children: Supporting Positive Youth Development through Social Media

(English) Positive Technological Development aims to assist children in bettering their world through improving their technological literacy. [자세히 읽기]

(English) Testing by Minors: Risk Prevention for UX Pros

(English) When conducting testing with children, full disclosure and reasonable procedures are your best defense against potential legal complications. [자세히 읽기]

(English) You Need an Outlet and a Browser: How Children Understand and Use the Internet

(English) Children are not the most effective Web users and more research is needed to explore children’s mental models related to Internet use. [자세히 읽기]

(English) Looking Closely at e-Learning: Vision Research Reveals Ways to Improve Children’s Experiences

children looking at a laptop

(English) Research on the effects of children’s long-term computer use is extremely limited; there remain key research questions that need to be answered. [자세히 읽기]

(English) The Story Behind the One Laptop per Child PC: An Inteview with Yves Béhar

XO-1 laptop

(English) Yves Béhar is the designer behind the One Laptop per Child Personal Computer (OLPC). He is interviewed by User Experience guest editor Cynthia Kamishlian. [자세히 읽기]

(English) Designing
 for Children
 with ADHD: The Search for Guidelines for Non-Experts

photo of smartphone and stylus

(English) Expert designers sensitive to established usability guidelines should be capable of designing software that is suitable for both ADHD and non-ADHD children. [자세히 읽기]

(English) Kidsteam: Co-designing Children’s Technologies with Children

child's design

(English) Adults and children work together as part of Kidsteam to design new technologies for children using a low-tech prototyping experience. [자세히 읽기]

(English) Keep It Simple. 
At First: Designing Game-Based
 Tools for Youth

screencap from video game

(English) Research with adolescent World of Warcraft players indicated design strategies that will help make Massive Multiplayer Online Game more accessible for individuals of all ages. [자세히 읽기]

(English) Designing Technologies for Marginalized Children

(English) Information and communication technologies provide great opportunities and challenges for marginalized children both in developed and developing regions. [자세히 읽기]

(English) Editor’s Note: Combining Children, Technology, and Usability

UX

(English) This issue addresses our understanding and insights into how children interact with technology and how usability professionals can include children in the design process. [자세히 읽기]

(English) Superphone to the Rescue!

Phone screens

(English) Cell phones with kid finders and one button emergency calls. Music on a memory stick. [자세히 읽기]

(English) The First Issue (Issue 1.1)

Magazine cover

(English) The first issue of User Experience Magazine. The lead article is on strategic usability. [자세히 읽기]