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A INF-3/4260 PROJECT BY BEHROZ, RUI, IRENA AND ROAR Personalization of the childrens museum
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This document is a collaborative effort from 4 students from Iran, China, Bulgaria and Norway. In the subject INF3/4260 We chose to work with the children's museum We came up with an idea: a Badge with a radio chip inside that every child that visits the museum will receive. Introduction
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Our intended audience is children and to some extent the parents We Want to Develop the cognitive abilities in children by ” role playing” Let the children have fun while in the musum Users and goals:
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Will the child be able to use our system? Will they understand it? Do they have to understand it? What are their learning possibilities? How will they perceive their use of our system? User experience
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age 0-2 they have mainly sensori-motoric abilities 2-7 preoperational phase, thinking is unstructured. Role play is good to develop social skills 7-11 The child is now able to think systematically and they also have a better attention span 12-up. They are able to think abstractly and hypothetically Cognitive abilities in children
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Recognintion Roleplay Photoalbum their parents can see at what areas they excel, in what areas they are confused, and what areas they really appreciate. What Experience Our System Can Offer a Child?
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Scenario & Prototype Visitors enter the musuem They choose avatars from the touch screen with the help of advisor The advisor register them on the system
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Scenario & Prototype 1. The advisor gets a badge from the machine 2. The advisor puts the badge on the child 3. The child is ready to go
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Scenario & Prototype 1. A child is comming to play a game 2. The chip reader identifys the child 3. The reader ’tells’ a nearby camera to take a picture of the child 4. The camera takes a picture/movie of the child 5. Sends the multimedia file on the server, together with the child’s ID
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Locate the visitors The visitors can check on a screen about the location of the avatars in the different halls in the musemu For example: 1. The system shows these avatars that are situated in one of the halls 2. and the visitors which are looking for their friend on the screen
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Create web album
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The avatars Girls, mothers, teachers Kids, age 3 - 7
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The avatars Avatars for the whole family Avatar for a father or a boy
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Benefits for the children Role-play: children choose their avatar/character More happy: their parents play with them Safety: the system provides information about the location of the visitors, in case of lost children or parents Memory: web album
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Benefits for the Parents and Teachers Freedom from care : the system should take movie and pictures of the children instead them Safty: provide information about the location of every visitor, in case of lost children or parents
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Benefits for the museum Excellent advertising strategy – the visotors will share their web album with friends Big volume of colected data about the children’s and parents’ behaviour Statistic about the games – wich perspectives to develop
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We have used the DECIDE framework Determine the Overall Goals During our user analysis we found the need for the child to learn, have fun, and we think our product is quite user-friendly. Evaluation
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Explore the Specific Questions to Be Answered Will our product work? Choose the Evaluation Paradigm and Techniques to Answer the Questions We have used usability testing, asking users, and asking experts, interviewing parents
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Identify the Practical Issues our product is easy to produce, and will not be very costly. Decide how to deal with the ethical issues We are not saving any private or sensitive information about the children, so ethically we’re safe.
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Evaluate, interpret, and present the data Some parents might not want to put chip on their children Decision: They have to be explained that the chip and low frequencies are harmless for humans. Some children do not want to have a badge on them Decision: They have to be let free to decide
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Redesign A simple lifecycle model for interacton design. Process of interaction design. Our project redesigned for several times. We redesign it followed with the information from evaluation. A simple interaction design model. Evaluation techniques: Observing users Asking users their opinions Asking experts their opinions Testing users’ perfomance
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Add new function: ”subject hall” ”personal blog in Children’s muesum” Ocean hall Various fishes “living” in this hall When you touch it, it can talk Quoation machine Goal : let children learn knowledge in games. Redesign
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RFID introduction: Radio-frequency identification (RFID) is an automatic identification method, relying on storing and remotely retrieving data using devices called RFID tags or transponders. RFID system: tag, reader, Antenna Tag: Most RFID tags contain at least two parts. One is an integrated circuit for storing and processing information, modulating and demodulating a (RF) signal and can also be used for other specialized functions. The second is an antenna for receiving and transmitting the signal. Reader: read or write information to tag Antenna: transport signal between tag and reader. Technical Part
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Following the lecture and the concepts from ”Interaction Design”, we understand ”what is interaction design”. Specially, we are trying to design a system ”Personalization of the Children’s museun”, and we learned lots from the practice. The idea we came up with, is a Badge with a radio chip inside that every child that visits the museum will receive. Our idea is that the child’s movement and behavior will be recorded to this badge as they move throughout the museum, visiting exhibits. We did not have a demonstration of our project. The functions described in system could be perform according the today’s technical level. Conclusion
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Finally! We hope our product will satisfy the needs of both the children and the parents visiting We hope our system provides the child with a more fun experience, than without We hope the photoalbum from the musum will be a good memory
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