Kerry Peterman

dblp:264/7125 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2024
0009-0002-9584-5112ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021
YearPublicationVenuePosition
2024 Changing the dynamics of preschool children's social play with technology: evaluation of technology-based supports for tools of the mind style play
abstract
In the context of a pandemic that has had wide-ranging negative impacts on preschool children's socioemotional development it is important to consider uses of technology to support children re-engaging socially with peers. In this article, we review the landscape of systems to support children's face-to-face collaboration and identify an underexplored approach that could be well suited for the current context: using technology in a peripheral role to support activities where the focus is on other children and non-electronic objects and where children are free to engage with the physical space around them with the support of adults. We then present a pre-pandemic evaluation of StoryCarnival, a system with these underexplored characteristics, designed to support preschool children's sociodramatic play, for which there is evidence of numerous benefits that can positively impact children's socioemotional development. The results of the evaluation comparing sociodramatic play with and without StoryCarnival's support suggest that while not being the focus of the activity, StoryCarnival's components changed the dynamics of play for the children in the study during our observations, such that children displayed more mature play characteristics. Our discussion includes implications for child-computer interaction and considerations for the pandemic context.
Kyle Diederich, Flannery Hope Currin, Kaitlyn Blasi, Allyson Dale Schmidt, Holly David, Kerry Peterman, Juan Pablo Hourcade
Behav. Inf. Technol.6
2024 Opportunities and Challenges in Using Tangible, Teleoperated Voice Agents in Kid-Driven Moments in Play Among Families with Neurodivergent Children
abstract
Child-agent interaction research has largely focused on automated voice agents, although privacy concerns and quality of interactions serve as a rationale for using teleoperated agents in some settings. Research on neurodivergent children's interactions with voice agents has largely focused on therapy and classroom contexts as opposed to home contexts. We conducted a remote case study via Zoom observing six families with neurodivergent children playing with a tangible, parent-operated voice agent at home for up to eight weeks. We used quantitative measures of agent utilization, qualitative analysis of video recordings, and parent survey responses to identify implications for teleoperation interface design for playful voice agents. Based on our analysis, we argue joint media engagement principles are applicable to a broader set of play activities, and teleoperated agents present affordances and challenges distinct from those of automated agents.
Flannery Hope Currin, Cassidy Kilcoin, Kerry Peterman, Kyle Rector, Juan Pablo Hourcade
Proc. ACM Hum. Comput. Interact.3
2021 Supporting Shy Preschool Children in Joining Social Play
abstract
Executive functions (EF), a set of cognitive processes necessary for goal-oriented behavior, are critical for children's school outcomes and often lacking when children arrive in elementary school. One of the most promising interventions to address this gap is Tools of the Mind (ToM), a Vygotskyan approach to early childhood education with a strong emphasis on sociodramatic play. One challenge in implementing this kind of play is supporting children in joining play with their peers. In this paper we present a content analysis of an eight-week evaluation comparing implementing ToM-style play with and without technology supports. We found that one specific aspect of the technology supports, a voice agent, played a crucial role in integrating shy children into sociodramatic play.
Flannery Hope Currin, Kyle Diederich, Kaitlyn Blasi, Allyson Dale Schmidt, Holly David, Kerry Peterman, Juan Pablo Hourcade
IDC6
2020 Play-Based Design: Giving 3- to 4-Year-Old Children a Voice in the Design Process
abstract
There has been a dramatic growth in interactive technology use by children under the age of 5 during the past decade. Despite this growth, children under the age of 5 typically participate only as users or testers in the design process in the overwhelming majority of projects targeting this population presented in key child-computer interaction venues. In this paper we introduce play-based design, an age-appropriate design method to give 3-4-year-old children a voice in the design process. More specifically, we contribute a thorough analysis of the use of existing methods to design technologies for children under the age of 5, a summary of the process that resulted in the development of play-based design, a detailed description of play-based design, a qualitative analysis of our experience implementing play-based design with two groups of children, and a discussion of play-based design's place among other methods, its advantages, and limitations.
Luiza Pantoja, Kyle Diederich, Liam Crawford, Megan Corbett, Samantha Klemm, Kerry Peterman, Flannery Hope Currin, Juan Pablo Hourcade
CHI6