Color Room Color Room A student group project for Oslo Children’s Museum By Mads Helno Jahren, Henning Lundheim, Tommy Madsen and Geirr Sætre UNIVERSITETET I OSLO 01.12.2010 1 Color Room ABSTRACT ............................................................................................................................................................ 3 INTRODUCTION.................................................................................................................................................... 3 ASSUMPTIONS ..................................................................................................................................................... 4 PROBLEM SPACE .................................................................................................................................................. 4 COLLABORATIVE LEARNING .............................................................................................................................................. 4 PRIMARY COLORS .......................................................................................................................................................... 5 USER GROUP........................................................................................................................................................ 5 PRIMARY USERS ............................................................................................................................................................ 5 SECONDARY USERS......................................................................................................................................................... 5 TERTIARY USERS ............................................................................................................................................................ 6 STAKEHOLDERS ............................................................................................................................................................. 6 CONCEPTUAL MODEL ........................................................................................................................................... 6 USABILITY GOALS .......................................................................................................................................................... 7 USER EXPERIENCE GOALS ................................................................................................................................................ 7 DESIGN PROCESS.................................................................................................................................................. 8 METHODS .................................................................................................................................................................... 8 BRAINSTORMING ........................................................................................................................................................... 9 DATA GATHERING ................................................................................................................................................ 9 INTERVIEW WITH A MULTI‐TOUCH EXPERT .......................................................................................................................... 9 INTERVIEW WITH A TEACHER .......................................................................................................................................... 10 THE PILOT:................................................................................................................................................................. 11 THE WORKSHOP: ........................................................................................................................................................ 13 RESULTS FROM THE WORKSHOP AT DISEN ........................................................................................................................ 14 EVALUATION AFTER DISEN WORKSHOP............................................................................................................................. 16 FINAL PROTOTYPE ........................................................................................................................................................ 19 CONCLUSION & FUTURE DIRECTION................................................................................................................... 21 BIBLIOGRAPHY ................................................................................................................................................... 24 2 Color Room Abstract This paper researches a potential installation for Oslo Children´s Museum, The Color Room - an interactive model for teaching color theory to children. Exploration of new technology offers new possibilities in education, this project being one such possibility.The findings emphasises the value of cooperation and competition as motivating aspects for children. During the research process a number of different prototypes were designed and tested with users. The last prototype is not a final product but can be used as a foundation for further development. Keywords: Computer Supported Collaborative Work, Color Theory, User Centered Design, Prototyping, Children as Users Introduction The colors that surrounds human beings has been documented as a source of inspiration and has affected art and human made artifacts throughout history. One way to look at colors is as a kind of language that expresses certain experiences. This can vary from person to person and depend on ones cultural background. We often use colors as a way of expressing emotions through art and design, but also as important cultural codes i.e. traffic lights (Amundsen 1991). Knowledge of colors is a part of the national teaching plan in Arts & Crafts. One of the goals is to teach children about basic forms, compositions and colors for the purpose of creating a visual message in an appropriate way. According to the Norwegian department of education, the increasing level of digital and visual communication in today´s society makes it important to learn about these things. After completing second grade the kids should have a basic knowledge of mixing and using primary colors in their own creative work. (Utdanningsdirektoratet 2010) When designing for children, fun is an important factor. Having fun when doing a task increases motivation which influences learning (Ormrod 2009). Motivation is also influenced by a various cognitive factors including interest, expectancies, goals, attributions, mastery and locus of control (Ormrod 2009, Furnham 2005). “Percieved control over task engagement and outcomes is central to many views of intrinsic motivation.” (Schunk et.al 2010: 244). These are all factors that this research will emphasize. 3 Color Room Assumptions Considering that our design will be an artifact for a children's museum, we made the following assumptions : An interactive color room will be a way to support collaborative learning, according to the CSCL (Computer supported collaborative learning) paradigm. ● Children are able to cooperate to achieve a goal. ● Children in primary school have basic skills regarding color theory. They are familiar with the RYB(red,yellow,blue) color wheel. ● An interactive color room will make learning colors more exiting. ● The children’s museum will primarily be used by groups of children, particularly, school classes. Problem Space Collaborative learning Most children are familiar with various artifacts that are supposed to give training and give an understanding of colors like traditional color pens and paper, watercolor etc. Traditional artifacts like these are suited for individual experimentation as they are tools designed for use by individuals. In recent years we have seen paradigms like CSCL emerging according to a more sociocultural practice implemented in modern institutions of education. According to the new paradigms in learning from a more sociocultural perspective, we find that digital technology offers new ways to support the collaborative aspect of learning colors. Our model will thus build on Roschelle and Behrend’s (1995:70) view of the underlying work in CSCL as “the mutual engagement of participants in a coordinated effort to solve [a] problem together” (Koschmann 1996:13). Studies has shown advantages of kids working collaboratively, and that peer based learning affect the quality of the learning outcome. “Working with a peer may support a creative process of converging upon a single, systematizing object-a hypothesis, a prediction, a model, or whatever [13].” (Crook 1997:238) 4 Color Room Primary Colors It is worth noticing that, although the Department of Education emphasises the importance of knowledge about colors in digital visualizations, schools are teaching the RYB (red, yellow, blue) color wheel. In our modern digital society, the additive primary colors, RGB (red, green, blue), may be more valuable for the students to learn, as it is used almost exclusively by everything that uses a screen, like computers, TVs, cameras etc. By teaching RGB, the teachers could increase the students’ future computer literacy. If the reason for teaching RYB is that it is to be used for art, where subtractive colors are generally used, RYB are not the real primary colors. The subtractive primary colors are CMY (cyan, magenta, yellow). (RGB World 2010) User Group An important part of the design process is to find out, ”who are the users?” This is not just the people who directly interact with the system you are designing, but also people who affect the system indirectly. Knowing who the users are is an essential part of designing a successful system. There are three categories of users: primary users, secondary users and tertiary users: ”Primary users are those likely to be frequent hands-on users of the system; secondary users are occasional users or those who use the system through an intermediary; and tertiary users are those affected by the introduction of the system or who will influence it´s purchase”(Sharp et.al 2007:430) It is also important to find requirements related to other people or organizations who may have a influence on the system. These people are the stakeholders. The stakeholders are a bigger group than what you normally consider your users, and involves everyone that is in some way affected by the system. (Sharp et.al 2007:430) Primary users The primary users of color room is going to be children attending primary school (3-7th grade). Color room is designed for both boys and girls. Since the installation is going to be at Oslo Children’s museum, we assume that the kids will mainly travel to this museum together with their own school class. Secondary users 5 Color Room Some of the secondary users of color room is going to be teachers, parents and maintenance at the museum. The children will probably not come to the museum without a guardian. This will in many cases be their teachers. Since the color room is supposed to have an educational aspect to it, teachers will bring the children to the museum for both having fun and enhance educational skills. When children come to the museum without their school class, it will probably be with their parents or other relatives. The parents will look after their kids, and maybe help them if they don´t understand what to do. In some cases the parents may also even have to participate in using the color room. It is also important to keep in mind the maintenance staff at the museum. They are the people who are going to fix and clean up after the kids when the museum is closed, and make sure that everything is ready for use the next day. Tertiary users The tertiary users will be the museum administration. It is their responsibility to make sure that the color room is working the way it´s supposed to at all times. They are in charge of both handling the daily care of the museum and delegating different tasks to the museum staff for maintaining the installation. Stakeholders In addition to the user groups mentioned above there are several different stakeholders we need to be aware of. We need to talk to the community and different primary schools to get the information we need to make the best possible design. In the design process we also need to use children for testing out different prototypes. It is crucial to get feedback from the children in the early stages of the design process since they are the end-users of the system. Educational authorities and politicians are two important stakeholders to help us get funding for the project. Conceptual Model The conceptual model of the “Color Room”’- project is an interactive computer-based system for teaching children about colors. Our goal is to create an interactive system that is both fun for the users (children 3 - 7th grade) as well as instructive. We will also try to create a system which will require as little instructions as possible to operate. The main interaction type of the system will be exploration, where the kids explore the system by trying and failing (Sharp et.al 2007:64). Ultimately we want this project to be installed in the new Children's Museum in Oslo. Our 6 Color Room system design aim to build knowledge about primary, secondary and tertiary colors. To support the paradigms of collaborative learning, the children will be responsible for one primary color and have to collaborate on the amount of color to recreate a given color that is provided by the system. Their ability to cooperate will be crucial to how well they succeed in recreating a given color. We also want the system to offer a relevant type of feedback as to what the users are doing. This is because feedback can be an important motivator for users performing a task, which again enhances the learning process. (Ormrod 2009, Furnham 2005). Technically the system will be based on sensor-based software which can detect positioning of different elements, and which is able to mix colors accordingly. The created color will be presented in a form as feedback to the users on how their actions are affecting color. Furthermore we want the system to be challenging; “Challenges heighten motivation and minimize boredom”(Ormrod 2009: 530), but still not too difficult to operate; “Students are more likely to be intrinsically motivated when they feel confident they can succeed at classroom tasks.”(Ormrod 2009:483) Usability Goals Our system has the following usability goals: ● Effectiveness - the system has to perform what it is supposed to. Kids should learn about colors when using the system. ● Safety - the system has to be safe to use. This is especially important since we are dealing with kids at a museum. ● Learnability - the system has to be intuitive and easy to learn, so that the kids understand what to do when they enter the color room (Sharp et.al 2007:20 ). User Experience Goals When designing this installation we have to think about how we want the users to respond to our system. According to theoretical perspectives and views presented (Ormrod 2009, Furnham 2005, Schunk et.al 2010) the system should be able to provide the following user experience goals: ● Enjoyable - the system has to be enjoyable as well as educational. ● Fun - the kids should have fun together when using the system 7 Color Room ● Enhancing sociability - through collaborative work the kids learn to communicate and interact with each other. ● Motivating - through using new and exciting technology, the kids motivation for learning about primary colors should be enhanced. ● Challenging - the system has to be easy to use, but when the kids understand the concept the level of difficulty should increase step by step (Sharp et.al 2007:26 ). Design Process Methods For our data gathering to be successful, we have focused on the 4 key issues: goal setting, relationship between the data collector and the data provider, combining techniques (triangulation) and pilot studies (Sharp et.al 2007:292 ). The following methods have so far been used in collecting the data: ● Brainstorming ● Prototyping (make a lo-fi flexible model that would simulate the system as close as possible given the restraints of resources at hand) ● Workshop (Disen school – involving users from 6 to 8 years of age) ● Video recording (recordings of users trying out the prototype) ● Audio recording (record the interview sessions to look for patterns) ● Photo taking(photos used as illustrations in final report) ● Interview (interview to test various design possibilities and to receive feedback from actual use) ● Observation (record and discuss our immediate impressions right after the workshop) We wanted to base our data gathering techniques on recorded interviews and observations during testing of a loosely constructed prototype in a workshop environment. Interviews were chosen as a method because this is a good way to explore issues on how to construct our prototype. Physical observation, aided by recording the session on film, were chosen because we needed to understand aspects of user activity and behaviour that was difficult to foresee without actually observing the children in action. The main goal with the observation 8 Color Room was to identify how well the children understood primary colors, and how they managed to communicate depending on factors like age, knowledge and sex. Brainstorming In the beginning of the project, we conducted several brainstorming sessions where we came up with the conceptual model, several different prototype sketches, assumptions and possible technologies that could be used for the project. We ended up with a concept consisting of two rooms, where the children would move colored balls in one room to create colors (fig.1). One corner of the room represents maximum amount of color, while the opposite corner represents minimum amount of color. Another corner will represent amount of darkness(black), and the last corner will represent the amount of brightness(white). The other room would be an exhibition room. We thought that multi-touch technology would work for this project. Fig. 1 Data gathering For the workshop we needed to find a easy way to test how the kids could collaborate, what age was appropriate for mixing primary colors and if this could be a fun way of learning about colors. Interview with a multi-touch expert We conducted an interview with a multi-touch expert to determine the viability of using multi-touch technology for this project. He meant that multi-touch was a 9 Color Room poor technological choice for this project and suggested we instead employed object-recognitioning, pressure plates or laser sensor technology. Use of multi-touch technology would be too expensive to implement, and would require too much technical resources. Interview with a teacher We´ve had two sessions including potential users, where the first sessions goals was to collect information and get feedback on initial sketches of the interface. This was a way of testing if our intended design would be understandable for the user group, and what kind of challenge we would be offering to engage the children in the task at hand tested on a user belonging to our target group. I.e. we wanted to know his opinion on the relevance of coloring objects vs. Just creating color, and if so: ● What kind of objects was relevant to color? ● How should they know what to do with the system? ● Should they move objects or should the user be the object representing a primary color? ● How should they move about? ● Which setup was the most intuitive? The first interview was with a 7-year-old child and his mother, which also is a teacher at Disen primary school in Oslo and took about 1 hour. The initial response from the user was that it was hard to grasp from our sketches how it was supposed to be used, and it became clear that we had not made enough considerations on how the users more specifically was supposed to be using the interface, other than to just move around in certain areas on the floor. It became clear that we needed a more specific system and a better structure on how to move the objects that would represent the 3 primary colors. Another aspect that came out of the interview was that it should have some sort of competitive element or a task at hand as motivation for use. Just playing around with various colors did not seem as challenging or fun for neither the kid or the teacher involved in the interview, especially the teacher emphasised the need for this. How many objects a group could manage to color within a certain time frame was suggested. Figure 2 illustrates the design proposal that came out of the interview structuring the floor into a 3-scale star-shape. The purpose will be to recreate a colored object. 10 Color Room Fig. 2 The Pilot: Our next challenge was to find out how we could put together our conceptual model in a prototype that was loosely enough constructed to be modified by user input, but still managed to signal it’s purpose and be usable enough to conduct a workshop including testing and generating useful feedback for our project. To create the star shaped coordinates representing each primary color and a scale of values from 0 to 100% for each color, we simply used tape and divided the scales with an added value of 20% for each step. A simple computer program called ’ColorMixer 2.0” (fig. 3) was used to generate a mix of primary colors (RYB) according to the coordinates on the floor, which was displayed on a screen. An operator did this manually. The screen had two objects on it. One initially left blank and one with a color that could be recreated from the scale on the floor. We rehearsed for 2 hours at a multimedia room at “Institutt 11 Color Room for medier og kommunikasjon(IMK)”. Here we tested the model (fig.4) and tried to make the changes appear as seamless as possible so that the kids would not be distracted by time lag. After the testing, we concluded that we could make it work, and that the setup was ready for testing by real users. Fig. 3 Fig. 4 12 Color Room The Workshop: The workshop involving real users took place at Disen primary school. With help and permission from the school, we managed to gather 12 pupils that could participate in the project on the grounds of a written consent from their parents. We intentionally chose 4 as a buffer in case someone would not get permission. We ended up with a consent for all 12, which was a small problem, because this meant that each group had 4 instead of 3 participants. This was however solved with some participatory circulation, and did not cause any specific problems for the outcome of our session. We had 1 group of children from 1st grade who were 6 years old. The other 2 groups consisted of children from 3rd grade with an average age of 8 years. The first group was boys, the second both boys and girls, the last contained only girls. The workshop was situated in a multimedia room at Disen primary school and was conducted by taking one group in to test the installation after a short presentation of ourselves, like who we were and what we were doing there, and the purpose of the session and project. Each group was then instructed briefly on what they were supposed to do and how they should proceed on their own. They were given t-shirt with colors matching the color they were to represent. The group was then taken aside for an interview lasting around 10 to 15 minutes before the next group entered the room. Like mentioned earlier, we used these interviews were for collecting data on how our users were reacting to our design. Our interview was of a semi structural character trying not to pre-empt answers by asking leading questions (Sharp et.al 2007:298). This proved however quite difficult to do because the children mostly preferred responding in a ’yes’ or ’no’ kind of manner, even if the questions were of an open nature. We also noticed that most of the children seemed shy at first and that one child often took leadership of the interview situation. An observer was placed on the floor (fig.5) so he could see what coordinates the children were standing on at all times. A second person controlled the data program that could fill color into objects on a screen adding values from the 3 primary colors. The third person present conducted the interviews with the children. The last person observed and took pictures from a non-intrusive location. 13 Color Room Fig. 5 Results from the workshop at Disen Short summary of findings: ● 6 levels (0, 20, 40, 60, 80, 100%) for each primary color seemed to offer to many possible options for different color combinations for the younger children. ● Pure color (i.e. just 40% or 100% red) seemed difficult, because the pupils expected all the given colors to recreate was a blend of colors. ● The youngest children did not manage without instructions along the way. ● In each group one of the children took the role as natural leader. ● Girls did a little better than the boys, especially the group with 8 year old girls proved most successful, and managed to use the installation more or less on their own. ● The idea of using time as a competitive element was not as motivating as just figuring out how the colors was to be created. 14 Color Room ● The objects seemed less important, and the children gave no special notice to whatever they were coloring. The main issue with the prototype was the technology. The program we used was not optimal for the task. While it gave a decent representation of the concept, it had several weaknesses. The program was not made for rapid color-changes, so there was a considerable lag-effect, which meant that the children had to wait for a few seconds before the color showed on the screen. This caused some issues, as the prototype became much less intuitive. The children could not move freely and see what color they ended up with, they had to move more slowly and wait. It became much harder for them to see the connection between the floor-scale and the colors on the screen. This lead to a notable increase in demanded instructions from us. A second technological problem was with the lack of color-calibration on the screen. The school had lost the control to the projector, and the colors were not accurately projected on the screen. They took on a slightly greener hue than originally intended. This created a problem with some of the colors. We had a 100% yellow slide that became yellow-green on the screen. The children quickly solved it anyway, but we also had a purple slide that none of the children seemed to solve correctly. The green hue probably made it harder for the children. The last technical issue was with the colored tape we used. We didn’t have enough of the red and yellow tape, and had to fill it in with the blue. This seemed to create some confusion among the children. When asked to stand at the “0” point, the kids in one group stood at the end of the yellow/red tape until told to go all the way to the end. Another child commented on the different colored tape. This could also have made the prototype less intuitive. Even with these issues, the children managed to find many colors, and they seemed to have a lot of fun doing so. 15 Color Room Interviews with the children: The purpose of the interviews was to get a more general impression on how the prototype worked for the children; we emphasize here the most common patterns from the interview session: ● None of the children were familiar with the term primary, secondary or tertiary colors. ● 11 of the 12 children participating thought it was fun to experiment with colors. ● None of them thought this would be fun to do on their own; it was mainly the cooperative element that they liked the most. ● The first grade pupils thought it was a bit difficult to understand what to do. ● The children suggested that to give points as opposed to manage within a time frame would be a better motivation for competition. ● The children expressed a wish to learn more about colors in this way, which they said was fun. ● It seemed to be a general agreement on a wish for homogeneous groups consisting of only boys or girls. ● Objects didn’t matter, colors was of most importance. Evaluation after Disen workshop The workshop gave room for using combined approaches to evaluation, such as usability testing to measure and analyze how well the users performed when using the prototype, and a typical field studies approach like interviewing the children taking place in familiar surroundings (at school). By changing the multimedia room at Disen into a field lab, we also applied typical usability testing methods like recording on video and measuring performance of the system. Even though we revealed a lot of weaknesses during the workshop, the children’s feedback supported the collaborate aspects of the model as a positive way of learning about colors. The data suggested that we might take the following steps to improve the system design: 1. Improve the technology so that the color-change will happen quicker. 2. Focus on interface options to make the system easier to understand 3. Creating a ”score” functionality like in a computer game as a competitive element 4. Focus on recreating given colors and not coloring specific objects 5. Centre-based interface 16 Color Room Analyzing the videotapes made us realize that we needed to position the monitoring of color and coloring activity differently. The star-shaped model gives all the users an obvious natural focus point to the centre of the star. One of the children had to turn his/her head to see the screen. To solve this issue, we will use an object in the centre of the room instead of a screen. As the test showed that the type of figure has no real value, we have decided that we will have two prisms in the centre of the room, one hanging from the roof, and another on the floor. The one in the roof will project a color, while the one on the floor will be the one that reacts to the children’s movement. When the children manage to make the same color as the top prism, a tube connecting the two prisms will light up, creating an illusion of a beam of light connecting the two prisms. The top prism will then change color, while the lower prism will raise itself slightly off the floor. This suggested a need for analytical approach with a possibility to look into various models for comparing different interfaces. Throughout the rest of the project we used this approach to continuously evaluate optimal arrangement and location of features regarding future interface. Fig. 6 - Sketch of future prototype model based upon user input from workshop 17 Color Room We noticed that our assumptions regarding the children’s level of color understanding was wrong. None of the children had any knowledge about the RYB color wheel, although they had some prior knowledge with mixing paint for art. The workshop supported our assumptions regarding collaboration and that this would be an exciting way to learn about colors. Interview with an engineer After testing the first prototype at Disen the development process made it important to look further into the technical issues. High fidelity prototyping will need considerations regarding non-functional requirements such as type of technology, costs etc., and an expert opinion was at this point in the process needed to confirm the realism in building a more advanced model. Before this meeting we thought the solution should be based on pressure sensor technology in the floor. The sensors would then accurately be passing on input to a computer to identify the different positions of the participants. The engineer argued on the other hand that this would be quite expensive, and would require quite a lot of engineering work to function the way we intended. His proposal was to use cameras in the ceiling to track the participants various positions. This could easily be done by defining position from the image projected to the computer. With each position sent to the computer, it would be easy to convert RYB to RGB, and by using standard projectors we would be able to project colored light. Interview with leader of Children’s Museum To get feedback on the viability of our project for the Children’s Museum, we conducted an interview with the leader of the museum, Katie Coughlin. She gave us the following input: ● The museum’s primary users are not only school classes as assumed, but also families with children and kindergarten classes. ● All installations should avoid the use of text-based instructions, and as such we should strive to make the model as intuitive as possible ● ● Limiting the number of participants to three persons may present challenges ○ How can we keep more children from entering ○ Children may get bored waiting in line She challenged us to incorporate a possibility for families to cooperate 18 Color Room ● She liked the high-score function, but questioned how we could get the children to enter their names on a computer before using the installation. ○ She mentioned that the children may have an avatar that could automatically register this data ● She would have liked to see more feedback from the model. This could help make the model more intuitive. “With further development, this could be an interesting activity for a children's museum. It has clear learning objectives and promotes cooperation among kids. I think there is more potential here that you have yet to uncover that would come with further prototyping sessions and continued refining of the design. Overall, [the] idea has interesting potential.” - Katie Coughlin Final prototype The last prototype we made was based on the data from our workshop at Disen primary school and data collected from the interviews with Katie from the Childrens Museum in Oslo and the engineer. After working on the project for a while, we felt that our group had a good understanding of how our design was taking form. We experienced however during the workshop and interviews that the visual image and conceptual model was not as easily understood by others when explained in words or by simple drawings. The goal with this last prototype was therefore to make a prototype so that stakeholders and especially the users would be able to visualize, and better understand how our conceptual model could look, work and be used. One way we could achieve this was to build a small-scale model, where the new requirements that came out as a result from the collected data were taken into consideration. According to Brandt, there is a relation between how detailed a mock-up of a prototype is, and how that affects communication between users evaluating it. If the prototype is too detailed, focus can often be concentrated round details, rather than on exploration and possible improvements (Brandt 2007:190). With this in mind, we paid less attention to details avoiding potential biasing and left as much as possible open for modification and creative feedback for a future workshop with users. 19 Color Room To further illustrate the model in use, we produced a simple animation to visualize the potential use based on our observations from Disen, and to illustrate movement, such as the bottom pole rising when completing a task. (fig. 7). To build the model we used: 1. One large cardboard box 2. White carton 3. Paper prints of triangular gradients in red, yellow and blue 4. A Plexi glass tube 5. Thick black paper 6. Duplo figures 7. Two lamps with light that could change color Fig. 7 (Snapshots from animation movie) To film the session we used software called Boinx IStopMotion, digital videocamera, and PC (fig. 8 & 9). The poles in the middle are constructed by parts of a plexi glass tube wrapped with black paper. Colored light was then sent through the plexi tubes from holes at the bottom and the top of the cardboard box model. 20 Color Room Fig. 8 Fig. 9 Unfortunately there has not been enough time to show the prototype to users and collect further data, which was the primary goal for building it. The prototype is however still valuable as it summarizes much of the the work from the design process into a tangible mock-up. Conclusion & Future Direction As this research is done with a dominating focus on User Centered Design(UCD), the evaluation should also have this perspective. Usability testing as an evaluation approach -“Usability testing involves measuring typical users’ performance on typical tasks.” If we wanted to perform a new usability test we would have done it on a further improved prototype, where we would have involved more users (6-12 participants) to get quantitative data on user performance.(Sharp et.al. 2007:591). We would have made the following quantitative measurements : time to complete a given color, number and type of errors per color, number of times the kids needed help from their parents or teacher, number of users not being able to find a specific color, number of users completing a certain amount of colors.(Sharp et.al. 2007:648) After conducting this data we would have needed to analyse our data by structuring it into different sections. Each section would represent a task given to the user, and another section would represent the number of participants that accomplished or failed performing the task.(Sharp et.al. 2007:657) This data would then have been used to further improve the prototype. 21 Color Room To discover what the users consider fun we have found that cooperation and competition should be central factors in the model. By the principles of collaborative learning the children are highly motivated to perform the task presented in our prototype testing, and our research finds the model to be instructive. According to Eriksons theory “Children are not able to use their own initiative until around age 7, at which time they also learn to follow rules.” (Markopoulos et.al. 2008:6 [Erikson, Erik]). This supports that our model could work from the age of 7 and above, which is not so far from the research findings from Disen, that suggested around age 8 and above. The discovery of elements that support both instructive aspects and experiencing fun brings us closer to our goal of designing “an interactive system that is both fun for the users (children 3 7th grade) as well as instructive”(from conceptual model). We also think the data shows that the model supported “the mutual engagement of participants in a coordinated effort to solve [a] problem together” and that this will place our model to fit within the CSCL framework as one of the new paradigms within the field of IKT and learning. The goal of instructiveness is of great importance for the Children’s Museum, something our interview with Katie Choughlin confirmed. Further research on how to improve the model will be needed before it will be installed in the museum. The possibility of more users than 3 at one time is also emphasized as something Katie wants from the model. As a result of the interview with Katie, we found that our assumption that the Children Museum’s primary users are school classes is flawed. Families are also an important user-group, and the model should be designed to accommodate those users as well. Katie also wanted more feedback from the model. Feedback is important so the children can see their progress and also to make the model more intuitive. This is an area where further research and prototyping is needed. The overall impression is that the range of theories, methods and frameworks used throughout the process gave a lot of important answers as well as new questions to be answered. The process 22 Color Room has thus shown the importance of prototyping, involving the users and using complementing methods to gather data. Based on this we have, by following the Star Lifecycle model, implemented an iterative process. We have aligned requirements for the user experience along the way by moving between activities such as implementation, functional analysis, requirements, conceptual design, prototyping, and each step thoroughly evaluated by using important methods in evaluation, such as: observing users, asking users their opinions and asking experts their opinion (Sharp et.al 2007). One of the most important lessons learned during the process was the importance of pilot testing. In evaluating the workshop at Disen it became clear that it would not have been possible to accomplish without the pilot because it revealed a lot of issues that had to be dealt with for the workshop to work according to schedule. This was important because the workshop at Disen was of vital importance for the process as a whole. The methods of Interaction Design proved to be important tools we could construct the model according to principles of Interaction Design, but also if the model would be able to work from an engineering perspective. 23 Color Room Bibliography Amundsen, Britt Ring (1991) Tegning form farge © H. Aschehoug & Co (W. Nygaard) 1991. Brandt, Eva (2005) How Tangible Mock-Ups Support Design Collaboration?. Knowledge, Technology & Policy 20(39), pp. 179-192. Crook, Charles(1997) Children as computer users: the case of collaborative learning. Pergamon. Furnham, Adrian (2005) The Psychology of Behaviour at Work. Psychology Press. Koschmann, T.: Paradigm Shifts and Instructional Technology. An Introduction, 1996. New Jersey: Lawrence Erlbaum Associates Publishers. I Koschmann, T. (1996): CSCL: Theory and Practice of emerging paradigm, s. 1‐25. Markopoulos, P. Read, J. Macfarlane, S. Höysniemi, J. (2008) Evaluating Childrens Interactive Products - Principles and Practices for Interaction Design, s 1-18. © 2008 by Elsevier Inc. Omrod, Jeanne-Ellis (2009) Human Learning. Fifth Edition. Pearson Education International. RGB World. (2010). RGB World. Retrieved from http://www.rgbworld.com/color.php (27.10.2010) Schunk, Dale H, Pintrich, Paul R, Meece, Judith L(2010) Motivation in Education. Pearson Educational International. Sharp, Helen, Preece, Jenny, Rogers, Yvonne(2007) Interaction Design- beyond humancomputer interaction. John Wiley & Sons. 24 Color Room Utdanningsdirektoratet. (2010). Læreplan i kunst og håndverk. Retrieved from http:// www.udir.no/grep/Lareplan/?laereplanid=127655 (27.10.2010) 25
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