VLDB 2026 Research / reviewers in the wild / expert
Allison Druin
dblp:d/AllisonDruin
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61ranked-venue papers
11as first author
3since 2021 · last 2025
0000-0001-7908-1787ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 57 · 11 first-author · 3 since 2021Databases, data management, data science and information retrieval · 3Software engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Children using Tabletop Telepresence Robots for Collaboration: A Longitudinal Case Study of Hybrid and Online Intergenerational Participatory DesignabstractPeer Reviewed Casey Lee Hunt, Kaiwen Sun 0001, Zahra Dhuliawala, Fumi Tsukiyama, Allison Druin, Amanda Huynh, Daniel Leithinger, Jason C. Yip 0001 |
CHI | 5 |
| 2024 | Making a Metaphor Sandwich: Analyzing Children's use of Metaphor During Tabletop Telepresence Robot Supported Participatory DesignabstractABSTRACT Casey Lee Hunt, Kaiwen Sun 0001, Kaitlyn Tseng, Priyanka Balasubramaniyam, Allison Druin, Amanda Huynh, Daniel Leithinger, Jason C. Yip 0001 |
IDC | 5 |
| 2023 | Designing Together, Miles Apart: A Longitudinal Tabletop Telepresence Adventure in Online Co-Design with ChildrenabstractChildren’s online co-design has become prevalent since COVID-19. However, related research focuses on insights gained across several shorter-term projects, rather than longitudinal investigations. To explore longitudinal co-design online, we engaged in participatory design with children (ages 8 - 12) for 20 sessions in two years on a single project: an online collaboration platform with tabletop telepresence robots. We found that (1) the online technology space required children to play a role as technology managers and troubleshooters, (2) the home setting shaped online social dynamics, and (3) providing children the ability to choose their design techniques prevented gridlock from situational uncertainties. We discuss how each finding resulted from interplay between our long-term technology design and online co-design processes. We then present insights about the future of online co-design, a conceptual model for longitudinal co-design online, and describe opportunities for further longitudinal online co-design research to generate new methods, techniques, and theories. Casey Lee Hunt, Kaiwen Sun 0001, Zahra Dhuliawala, Fumi Tsukiyama, Iva Matkovic, Zachary Schwemler, Anastasia Wolf, Allison Druin, Amanda Huynh, Daniel Leithinger, Jason C. Yip 0001 |
IDC | 9 |
| 2019 | Paths to PartneringabstractSuccessful collaboration between any two entities takes a lot of work, and understanding the context and constraints within which each entity is working. In this highly interactive panel, conference attendees will join the conversation and learning experience led by a moderator and panelists who have years of experience collaborating. Hear their -- and share your -- successes and failures in collaborating with industry and academia. Allison Druin |
IDC | 1 |
| 2018 | Co-designing Mobile Online Safety Applications with ChildrenabstractParents use mobile monitoring software to observe and restrict their children's activities in order to minimize the risks associated with Internet-enabled mobile devices. As children are stakeholders in such technologies, recent research has called for their inclusion in its design process. To investigate children's perceptions of parental mobile monitoring technologies and explore their interaction preferences, we held two co-design sessions with 12 children ages 7-12. Children first reviewed and redesigned an existing mobile monitoring application. Next, they designed ways children could use monitoring software when they encounter mobile risks (e.g., cyberbullying, inappropriate content). Results showed that children acknowledged safety needs and accepted certain parental controls. They preferred and designed controls that emphasized restriction over monitoring, taught risk coping, promoted parent-child communication, and automated interactions. Our results benefit designers looking to develop parental mobile monitoring technologies in ways that children will both accept and can actively benefit from. Brenna McNally, Priya Kumar 0001, Chelsea Hordatt, Matthew Louis Mauriello, Shalmali Naik, Leyla Norooz, Alazandra Shorter, Evan Golub, Allison Druin |
CHI | 9 |
| 2017 | Internet Search Roles of Adults in their HomesabstractInternet search is one of the major activities that American adults engage in online. Building on studies of youth Internet search roles, this paper investigates adults' online information seeking processes within the home. Through in-home interviews and observations of search task performance with 40 adult participants, we identify and describe characteristics of 9 search roles. By comparing these roles with those of youths, we explain how previously identified roles, such as Power Searcher and Social Searcher, have evolved in adult populations, and how new roles, such as Efficient Searcher and Interest-driven Searcher, have emerged. We also review the challenges and benefits associated with search roles and their potential impacts on search performance. The findings of this study provide a better understanding of how contextual factors influence search roles in relation to ELIS, what can be learned from search roles, and opportunities to support different search roles. Brenna McNally, Leyla Norooz, Allison Druin |
CHI | 4 |
| 2017 | Gains from Participatory Design Team Membership as Perceived by Child Alumni and their ParentsabstractThe direct gains children perceive from their membership on Participatory Design (PD) teams are seldom the focus of research studies. Yet, how HCI practitioners choose to include children in PD methods may influence the value participants see in their participation, and thereafter the outcomes of PD processes. To understand what gains former child members of a PD team perceive from their participation we conducted a two-part study. In Study 1 we surveyed and interviewed child alumni of a PD team to determine gains that are perceived first-hand. In Study 2 we obtained a secondary perspective by surveying and interviewing parents of alumni. We report on the perceived gains to former participants that were identified and described in these two studies-including collaboration, communication, design process knowledge, and confidence. We reflect on our findings through discussions of the continued applicability of gains, new opportunities, and implications for PD practitioners and methods. Brenna McNally, Matthew Louis Mauriello, Mona Leigh Guha, Allison Druin |
CHI | 4 |
| 2016 | Children's Perspectives on Ethical Issues Surrounding Their Past Involvement on a Participatory Design TeamabstractParticipatory Design (PD) gives users a voice in the design of technologies they are meant to use. When PD methods are adapted for research with children, design teams need to address additional issues of ethical accountability (e.g., adult-child power relations). While researchers have taken measures to ensure ethical accountability in PD research with children, to our knowledge there has been no work examining how former child design partners view ethical issues surrounding their participation. In this work we ask: How do children view ethical issues around their role on Participatory Design teams? We present findings from surveys and interviews with 12 former child design partners. Findings, identified by the former participants themselves, outline: (i) balancing attribution and anonymity, (ii) promoting ongoing consent and dissent, and (iii) cultivating a balanced design partnership. From these findings we recommend practices for researchers and designers of children's technologies that align with participant views. Brenna McNally, Mona Leigh Guha, Matthew Louis Mauriello, Allison Druin |
CHI | 4 |
| 2015 | Supporting children's online identity in international communitiesabstractIncreasingly, adults and children socialise and communicate online. Children's safe and secure online communication with people from all over the world can increase their understanding of other cultures, which is an important goal in today's multicultural world. Our research studied such interactions between children from three countries, Hungary, Mexico, and the USA. The goals of our research were to study how children represent their identity online and what the implications are for the design of children's online communities. We used qualitative methods to derive a deep understanding of children's behaviours and motivations. Our results show that children exposed their true and complete identities online. They focused on sharing and learning about personal, ethnic, and gender identities via online media and largely ignored cultural identity. They learned about children from other countries and developed positive attitudes towards them. Based on our results we describe design guidelines for children's online identity tools. Weimin Hou, Anita Komlodi, Wayne G. Lutters, Károly Hercegfi, Jennifer Preece, Allison Druin |
Behav. Inf. Technol. | 6 |
| 2014 | How can interaction with digital creative tools support child development?: (closing panel)abstractThe last session at this year's conference is an interactive panel discussion facilitated by Prof. Mitch Resnick from MIT Media Lab. The closing panel consists of leading university and industry researchers with strong opinions about digital technology and its relation to children and childhood. The topic for this session is the general question for this year's conference: "How can interaction with digital creative tools support child development?" The panel reflects on theoretical frameworks and challenges for the design of new digital technologies for a new generation of children, discussing new trajectories to support children's learning, wellbeing, and sensemaking. Panelists draw upon ideas from the papers, demos, tutorials, and keynotes presented at the IDC 2014 conference. IDC delegates have the opportunity to join the conversation, posing their own questions and comments. The closing panel concludes IDC 2014 by sharing ideas on how we can build tomorrow's technology together. Allison Druin, Paulo Blikstein, Marilyn Fleer, Janet C. Read, Bo Stjerne Thomsen, Brian David Johnson, Mitchel Resnick |
IDC | 1 |
| 2014 | Design tactics for authentic interactive fiction: insights from alternate reality game designersabstractThis paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and "authentic fiction" into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to the craft knowledge and experiences of designers themselves. The resulting insights enhance our understanding of design approaches that a diverse group of ARG producers follow to create interactive, participatory narratives. We outline narrative-specific themes to support designers who craft similar interactive experiences. Elizabeth M. Bonsignore, Vicki Moulder, Carman Neustaedter, Derek L. Hansen, Kari Kraus, Allison Druin |
CHI | 6 |
| 2013 | Playing for real: designing alternate reality games for teenagers in learning contextsabstractAn Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13--15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences. Elizabeth M. Bonsignore, Derek L. Hansen, Kari Kraus, Amanda Visconti, June Ahn, Allison Druin |
IDC | 6 |
| 2013 | Recruiting and retaining young participants: strategies from five years of field researchabstractThis paper discusses the challenges inherent in conducting research with young participants. Based on a series of three studies with children ranging in age from 7--17 as examples, the paper contains descriptions of participant recruitment approaches and challenges. Also included is a discussion of issues surrounding the retention of participants for longitudinal studies, including specific issues for participant retention and loss. Overall, this paper provides detailed experiences of the challenges of large-scale long-term field work with children, and provides guidance for others who are in similar research situations. Elizabeth Foss, Allison Druin, Mona Leigh Guha |
IDC | 2 |
| 2013 | Interactive e-books for childrenabstractThis one-day workshop is going to bring together top researchers and practitioners working in the area of interactive e-books for children. The goal of the workshop is defining key directions for future research in the design process and implementation of this kind of books. The workshop critically explores opportunities and challenges for making interactive e-books effective for children's learning and entertainment. Nadia Mana, Ornella Mich, Antonella De Angeli, Allison Druin |
IDC | 4 |
| 2013 | Brownies or bags-of-stuff?: domain expertise in cooperative inquiry with childrenabstractResearchers often utilize the method of Participatory Design to work together with users to enhance technology. In particular, Cooperative Inquiry is a method of Participatory Design with children that involves full partnership between researchers and children. One important challenge designers face in creating learning technologies is that these technologies are often situated in specific activities and contexts. While children involved in these activities may have subject expertise (e.g., science inquiry process), they may not have design expertise (e.g., design aesthetics, usability). In contrast, children with design expertise may be familiar with how to design with researchers, but may not have subject expertise. Little is known about the distinction between child design and subject experts in Cooperative Inquiry. In this paper, we examine two cases -- involving children with design expertise and those with subject expertise -- to better understand the design process for both groups of children. The data from this study suggests that similarities do exist between the two cases, but that design and subject knowledge does play a significant role in how children co-design learning technologies. Jason C. Yip 0001, Tamara L. Clegg, Elizabeth M. Bonsignore, Helene Gelderblom, Emily Rhodes, Allison Druin |
IDC | 6 |
| 2013 | Children initiating and leading cooperative inquiry sessionsabstractCooperative Inquiry is a Participatory Design method that involves children (typically 7--11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-- until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elaboration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers; supports required for child leaders; and views expressed by child leaders and their co-design cohort about the sessions that they led. Jason C. Yip 0001, Elizabeth Foss, Elizabeth M. Bonsignore, Mona Leigh Guha, Leyla Norooz, Emily Rhodes, Brenna McNally, Panagis Papadatos, Evan Golub, Allison Druin |
IDC | 10 |
| 2013 | FACIT PD: a framework for analysis and creation of intergenerational techniques for participatory designabstractIn this paper, we present a framework that describes commonly used design techniques for Participatory Design with children. Although there are many currently used techniques for designing with children, researchers working in differing contexts and in a changing technological landscape find themselves facing difficult design situations. The FACIT PD framework presented in this paper can aid in choosing existing design techniques or in developing new techniques regardless of the stage in the design cycle, the technology being developed, or philosophical approach to design method. The framework consists of eight dimensions, concerning the design partners, the design goal, and the design technique. The partner dimensions are partner experience and need for accommodation. The design goal dimensions are design space and maturity of design. The technique dimensions include: cost, portability, technology and physical interaction. Three cases will be presented which describe new techniques developed using the framework and two cases will describe existing techniques. Greg Walsh, Elizabeth Foss, Jason C. Yip 0001, Allison Druin |
CHI | 4 |
| 2013 | Adolescent search rolesabstractIn this article, we present an in‐home observation and in‐context research study investigating how 38 adolescents aged 14–17 search on the Internet. We present the search trends adolescents display and develop a framework of search roles that these trends help define. We compare these trends and roles to similar trends and roles found in prior work with children ages 7, 9, and 11. We use these comparisons to make recommendations to adult stakeholders such as researchers, designers, and information literacy educators about the best ways to design search tools for children and adolescents, as well as how to use the framework of searching roles to find better methods of educating youth searchers. Major findings include the seven roles of adolescent searchers, and evidence that adolescents are social in their computer use, have a greater knowledge of sources than younger children, and that adolescents are less frustrated by searching tasks than younger children. Elizabeth Foss, Allison Druin, Jason C. Yip 0001, Whitney Ford, Evan Golub, Hilary Browne Hutchinson |
J. Assoc. Inf. Sci. Technol. | 2 |
| 2013 | Sharing Stories "in the Wild": A Mobile Storytelling Case Study Using StoryKitabstractToday’s mobile devices are equipped with a variety of tools that enable users to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression---especially by children---remains a challenge. Evaluating such tools authentically, as they are being used in-situ, can be even more challenging. We detail a long-term, multimethod study on the use of StoryKit, a mobile storytelling application. By taking advantage of a public distribution channel, we were able to evaluate StoryKit’s use on a scale beyond that usually found in lab settings or limited field trials. Our results show that StoryKit’s simple but well-integrated interface attracted a high number of dedicated users in education contexts at all levels, including children with special learning needs. We include a discussion of the challenges and opportunities that similar “in the wild” studies hold for HCI research. Elizabeth M. Bonsignore, Alexander J. Quinn, Allison Druin, Benjamin B. Bederson |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2012 | Technology for promoting scientific practice and personal meaning in life-relevant learningabstractChildren often report that school science is boring and abstract. For this reason, we have developed Life-relevant Learning (LRL) environments to help learners understand the relevance that scientific thinking, processes, and experimentation can have in their everyday lives. In this paper, we detail findings that aim to increase our understanding of the ways in which technology can support learners' scientific practice and their personal meaning in LRL through the integration of two mobile apps into an LRL environment. Our analysis of the artifacts created in these systems show that technology must strike a balance between structured scaffolds and flexible personal design to support learners' scientifically meaningful experiences. Our data suggests that integration of media forms and mobile technology can provide creative ways for learners to express their scientific thinking, make artifacts of their personally meaningful experiences, and individualize artifacts in scientifically meaningful ways. Tamara L. Clegg, Elizabeth M. Bonsignore, Jason C. Yip 0001, Helene Gelderblom, Alex Kuhn, Tobin Valenstein, Becky Lewittes, Allison Druin |
IDC | 8 |
| 2012 | DisCo: a co-design online tool for asynchronous distributed child and adult design partnersabstractFace-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible especially when designing for a multinational audience. This paper reports on the prototype design process of DisCo, a computer-based design tool that enables intergenerational co-designers to collaborate online and asynchronously while being geographically distributed. DisCo contains tools that enable the designers to iterate, annotate, and communicate from within the tool. This tool was used to facilitate distributed co-design. We learned that children were less forgiving of their inability to draw on the computer than on paper, and they formed small, intergenerational design teams at their own locations when the technology did not work as they expected. Greg Walsh, Allison Druin, Mona Leigh Guha, Elizabeth M. Bonsignore, Elizabeth Foss, Jason C. Yip 0001, Evan Golub, Tamara L. Clegg, Quincy Brown, Robin Brewer, Asmi Joshi, Richelle Brown |
IDC | 2 |
| 2012 | Game design for promoting counterfactual thinkingabstractWe describe the first iteration of an Alternate Reality Game (ARG) designed to lead players into a newly enfranchised relationship with history and engage them in scientific thinking and information literacy practices. We found that the points at which the game's mythology blurred the lines between fact and fiction prompted middle school students to move beyond rote memorization of content. Instead, they began to question, analyze, and make hypotheses about the data presented. However, striking a meaningful balance between "true" history and imagined events poses new design challenges. We present a formative typology of counterfactual design patterns that can help designers, educators, and players locate interesting fault lines in reality that facilitate the expansion of ARG mythologies. Elizabeth M. Bonsignore, Kari Kraus, Amanda Visconti, Derek L. Hansen, Ann Fraistat, Allison Druin |
CHI | 6 |
| 2012 | Connecting generations: developing co-design methods for older adults and childrenabstractAs new technologies emerge that can bring older adults together with children, little has been discussed by researchers concerning the design methods used to create these new technologies. Giving both children and older adults a voice in a shared design process comes with many challenges. This paper details an exploratory study focusing on connecting generations through cooperative design (co-design) methods that can enable idea construction and elaboration to flourish. Design techniques were adapted that ranged from low-tech prototyping and sticky-note feedback to distributed collaboration. The critical finding in this research was that children and older adults need not only time together to start the collaboration but also time apart to further the collaboration at a distance. This case study research reports on how our methods evolved and how others can apply these methods for their own work. Bo Xie 0001, Allison Druin, Jerry Alan Fails, Sheri Massey, Evan Golub, Sonia Franckel, Kiki Schneider |
Behav. Inf. Technol. | 2 |
| 2012 | Children's search roles at home: Implications for designers, researchers, educators, and parentsabstractAbstract This paper presents the results of a large‐scale, qualitative study conducted in the homes of children aged 7, 9, and 11 investigating internet searching processes on Google. Seven search roles, representing distinct behavior patterns displayed by children when interacting with the Google search engine, are described, including Developing Searchers, Domain‐specific Searchers, Power Searchers, Nonmotivated Searchers, Distracted Searchers, Rule‐bound Searchers, and Visual Searchers. Other trends are described and selected to present a view of the whole child searcher. These roles and trends are used to make recommendations to designers, researchers, educators, and parents about the directions to take when considering how to best aid children to become search literate. Elizabeth Foss, Allison Druin, Robin Brewer, Phillip Lo, Evan Golub, Hilary Browne Hutchinson |
J. Assoc. Inf. Sci. Technol. | 2 |
| 2011 | Paper vs. tablet computers: a comparative study using Tangible FlagsabstractConcurrent collaboration is a critical skill for cognitive and social development. Tangible Flags is a system designed to facilitate collaboration and exploration, and bridge the gap between the physical and the digital. The system enables children to tag an item of interest in the real world with a flag, scan the flag, and create a corresponding digital artifact on a tablet computer. Another child can see the flag and its context, scan it, and view and modify the digital artifact in a form of collaboration. This paper describes a study that compares two Tangible Flag systems; a paper system and a tablet computer system. The study identifies several collaborative advantages of using the technology-based system, including increased awareness, more shared experiences, and longer time participating in activities. Gene Chipman, Jerry Alan Fails, Allison Druin, Mona Leigh Guha |
IDC | 3 |
| 2011 | Social networking as a vehicle to foster cross-cultural awarenessabstractThe growth of online social networks such as Facebook, MySpace, and Linked-In has transformed the way in which individuals establish and maintain relationships for both business and entertainment. In this paper we present the analysis of a similar online social network that was used to foster cross-cultural awareness among users ages 14--17. The social network provided students across the globe with an environment to establish online identities, explore their own culture and the culture of peers who were located in three different countries. We make recommendations to network designers to reconsider friendship metaphors, work within existing network tools, and replace text as the default medium in communication. Greg Walsh, Quincy Brown, Allison Druin |
IDC | 3 |
| 2011 | Content splitting & space sharing: collaboratively reading & sharing children's stories on mobile devicesabstractThis paper addresses how children can collaborate by leveraging the ubiquity of mobile devices. Specifically we investigate how children (ages 8--9) read and share children's stories using two collaborative configurations: content splitting and space sharing. Content splitting is where interface pieces (e.g. words, pictures) are split between two or more devices. Space sharing is where the same content (e.g. a document) is spread or shared across devices. The results point to an overall preference for the content splitting configuration. Supporting collaborative configurations on mobile devices can help overcome one of the most significant usability issues these devices face --- their limited screen space. Jerry Alan Fails, Allison Druin, Mona Leigh Guha |
Mobile HCI | 2 |
| 2010 | Clear Panels: a technique to design mobile application interactivityabstractWe introduce a design technique, Clear Panels, to design interactive mobile device applications. Using mixed-fidelity prototyping, a combination of low- and high-tech materials, participants refine multiple aspects of a mobile application's design. Clear Panels supports writing and sketching via a transparent overlay affixed atop a mobile device screen. It enables design partners to refine their gesture-based interactions on actual devices. The technique has been successfully implemented in the design of children's mobile applications. The technique leverages and extends longstanding interaction design methods to include mobile and hand-held technologies. Importantly, we show it is effective in raising participants' awareness of key mobile application design issues without constraining their creativity. Quincy Brown, Elizabeth M. Bonsignore, Leshell Hatley, Allison Druin, Greg Walsh, Elizabeth Foss, Robin Brewer, Joseph Hammer, Evan Golub |
Conference on Designing Interactive Systems | 4 |
| 2010 | Mobile collaboration: collaboratively reading and creating children's stories on mobile devicesabstractThis paper discusses design iterations of Mobile Stories - a mobile technology that empowers children to collaboratively read and create stories. We present the design and discuss the impact of different collocated collaborative configurations for mobile devices including: content splitting and space sharing. We share design experiences that illustrate how Mobile Stories supports collaboration and mobility, and identify how the collocated collaborative configurations are best suited for reading and sharing tasks. We also identify how creative tasks foster more mobility and dynamic interactions between collaborators. Jerry Alan Fails, Allison Druin, Mona Leigh Guha |
IDC | 2 |
| 2010 | Investigating the impact of design processes on childrenabstractWhile there is a wealth of information about children's technology and the design processes used to create it, there is a dearth of information regarding how the children who participate in these design processes may be affected by their participation. In this paper, we motivate why studying this impact is important and look at the foundation provided by past research that touches on this topic. We conclude by briefly proposing methods appropriate for studying the impact of the design process on the children involved. Mona Leigh Guha, Allison Druin, Jerry Alan Fails |
IDC | 2 |
| 2010 | Children's roles using keyword search interfaces at homeabstractChildren want to find information about their world, but there are barriers to finding what they seek. Young people have varying abilities to formulate multi-step queries and comprehend search results. Challenges in understanding where to type, confusion about what tools are available, and frustration with how to parse the results page all have led to a lack of perceived search success for children 7-11 years old. In this paper, we describe seven search roles children display as information seekers using Internet keyword interfaces, based on a home study of 83 children ages 7, 9, and 11. These roles are defined not only by the children's search actions, but also by who influences their searching, their perceived success, and trends in age and gender. These roles suggest a need for new interfaces that expand the notion of keywords, scaffold results, and develop a search culture among children. Allison Druin, Elizabeth Foss, Hilary Browne Hutchinson, Evan Golub, Leshell Hatley |
CHI | 1 |
| 2010 | Toque: designing a cooking-based programming language for and with childrenabstractAn intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design. Sureyya Tarkan, Vibha Sazawal, Allison Druin, Evan Golub, Elizabeth M. Bonsignore, Greg Walsh, Zeina Atrash |
CHI | 3 |
| 2010 | Layered elaboration: a new technique for co-design with childrenabstractAs technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on "Layered Elaboration," a co-design technique created to support these evolving needs. .Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team, including adults and children ages 7 -- 11 years old, used the technique to design both a game about history and a prototype of an instructional game about energy conservation. Greg Walsh, Allison Druin, Mona Leigh Guha, Elizabeth Foss, Evan Golub, Leshell Hatley, Elizabeth M. Bonsignore, Sonia Franckel |
CHI | 2 |
| 2009 | Designing intergenerational mobile storytellingabstractInformal educational experiences with grandparents and other older adults can be an important component of children's education, especially in circumstances where high quality educational services and facilities are not readily available. Mobile devices offer unique capabilities to support such interactions. We report on an ongoing participatory design project with an intergenerational design group to create mobile applications for reading and editing books, or even creating all new stories on an Apple iPhone. Allison Druin, Benjamin B. Bederson, Alexander J. Quinn |
IDC | 1 |
| 2009 | How children search the internet with keyword interfacesabstractChildren are among the most frequent users of the Internet, yet searching and browsing the web can present many challenges. Studies over the past two decades on how children search were conducted with finite and pre-determined content found in CD-ROM applications, online digital libraries, and web directories. However, with the current popularity of the open Internet and keyword-based interfaces for searching it, more critical analysis of the challenges children face today is needed. This paper presents the findings of our initial study to understand how children ages 7, 9, and 11 search the Internet using keyword interfaces in the home. Our research has revealed that although today's children have been exposed to computers for most of their lives, spelling, typing, query formulation, and deciphering results are all still potential barriers to finding the information they need. Allison Druin, Elizabeth Foss, Leshell Hatley, Evan Golub, Mona Leigh Guha, Jerry Alan Fails, Hilary Browne Hutchinson |
IDC | 1 |
| 2008 | Designing with and for children with special needs: an inclusionary modelabstractIn order to design for children with special needs, we need to design with children with special needs. The inclusionary model proposed in this paper suggests that appropriate involvement of children with special needs in the design process begins with the level of involvement a team expects from children, and is additionally influenced by the nature and severity of the child's disability and the availability and intensity of support available to the child. Mona Leigh Guha, Allison Druin, Jerry Alan Fails |
IDC | 2 |
| 2007 | Evaluating a cross-cultural children's online book community: Lessons learned for sociability, usability, and cultural exchangeabstractThe use of computers for human-to-human communication among adults has been studied for many years, but using computer technology to enable children from all over the world to talk to each other has rarely been discussed by researchers. The goal of our research is to fill this gap and explore the design and evaluation of children’s cross-language online communities via a case study of the International Children’s Digital Library Communities (ICDLCommunities). This project supports the development of communities for children (ages 7–11) that form around the International Digital Children’s Library (ICDL) book collection. In this community the children can learn about each others’ cultures and make friends even if they do not speak the same language. They can also read and create stories and ask and answer questions about these. From this evaluation study we learned that: (i) children are very interested in their counterparts in other countries and a remarkable amount of communication takes place even when they do not share a common language; (ii) representing their identity online in many different forms is particularly important to children when communicating in an online community; (iii) children enjoy drawing but representing stories in a sequence of diagrams is challenging and needs support; and (iv) asking and answering questions without language is possible using graphical templates. In this paper we present our findings and make recommendations for designing children’s cross-cultural online communities. Anita Komlodi, Weimin Hou, Jennifer Preece, Allison Druin, Evan Golub, Jade Alburo, Sabrina Liao, Aaron Elkiss, Philip Resnik |
Interact. Comput. | 4 |
| 2007 | Supporting elementary-age children's searching and browsing: Design and evaluation using the international children's digital libraryabstractAbstract Elementary‐age children (ages 6–11) are among the largest user groups of computers and the Internet. Therefore, it is important to design searching and browsing tools that support them. However, many interfaces for children do not consider their skills and preferences. Children are capable of creating Boolean queries using category browsers, but have difficulty with the hierarchies used in many category‐browsing interfaces because different branches of the hierarchy must be navigated sequentially and top‐level categories are often too abstract for them to understand. Based on previous research, the authors believe using a flat category structure, where only leaf‐level categories are available and can be viewed simultaneously, might better support children. However, this design introduces many more items on the screen and the need for paging or scrolling, all potential usability problems. To evaluate these tradeoffs, the authors conducted two studies with children searching and browsing using two types of category browsers in the International Children's Digital Library. Their results suggest that a flat, simultaneous interface provides advantages over a hierarchical, sequential interface for children in both Boolean searching and casual browsing. These results add to our understanding of children's searching and browsing skills and preferences, and possibly serve as guidelines for other children's interface designers. Hilary Browne Hutchinson, Allison Druin, Benjamin B. Bederson |
J. Assoc. Inf. Sci. Technol. | 2 |
| 2006 | A case study of tangible flags: a collaborative technology to enhance field tripsabstractThis paper describes research that investigates the use of a technology designed to support young children's collaborative artifact creation in outdoor environments. Collaboration while creating knowledge artifacts is an important part of children's learning, yet it can be limited while exploring outdoors. The construction of a joint representation often occurs in the classroom after the experience, where further investigation and observation of the environment is not possible. This paper describes a research study where collaborative technology was developed, used by children, and evaluated in an authentic setting --- a U.S. National Park. Gene Chipman, Allison Druin, Dianne Beer, Jerry Alan Fails, Mona Leigh Guha, Sante Simms |
IDC | 2 |
| 2006 | The evolution of the international children's digital library searching and browsing interfaceabstractElementary-age children (ages 6--11) are among the largest user groups of computers and the Internet, so it is important to design searching and browsing tools to support them. However, many such tools do not consider their skills and preferences. In this paper, we present the design rationale and process for creating the searching and browsing tool for the International Children's Digital Library (ICDL), the results from a user study evaluating it, and the challenges and possibilities it presents for other children's interfaces. Hilary Browne Hutchinson, Benjamin B. Bederson, Allison Druin |
IDC | 3 |
| 2006 | Shared family calendars: Promoting symmetry and accessibilityabstractWe describe the design and use of a system facilitating the sharing of calendar information between remotely located, multi-generational family members. Most previous work in this area involves software enabling younger family members to monitor their parents. We have found, however, that older adults are equally if not more interested in the activities of younger family members. The major obstacle preventing them from participating in information sharing is the technology itself. Therefore, we developed a multi-layered interface approach that offers simple interaction to older users. In our system, users can choose to enter information into a computerized calendar or write it by hand on digital paper calendars. All of the information is automatically shared among everyone in the distributed family. By making the interface more accessible to older users, we promote symmetrical sharing of information among both older and younger family members. We present our participatory design process, describe the user interface, and report on an exploratory field study in three households of an extended family. Catherine Plaisant, Aaron Clamage, Hilary Browne Hutchinson, Benjamin B. Bederson, Allison Druin |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2005 | Child's play: a comparison of desktop and physical interactive environmentsabstractThe importance of play in young children's lives cannot be minimized. From teddy bears to blocks, children's experiences with the tools of play can impact their social, emotional, physical, and cognitive development. Today, the tools of play include desktop computers and computer-enhanced physical environments. In this paper, we consider the merits of desktop and physical environments for young children (4-6 years old), by comparing the same content-infused game in both contexts. Both quantitative and qualitative methods are used for data collection and analysis. Jerry Alan Fails, Allison Druin, Mona Leigh Guha, Gene Chipman, Sante Simms, Wayne Churaman |
IDC | 2 |
| 2004 | Mixing ideas: a new technique for working with young children as design partnersabstractThis paper sets forth a new technique for working with young children as design partners. Mixing ideas is presented as an additional Cooperative Inquiry design technique used to foster effective collaboration with young children (ages 4-6). The method emerged from our work with children on the Classroom of the Future project at the University of Maryland. A case study of this work is presented along with the implications of this method for future research. Mona Leigh Guha, Allison Druin, Gene Chipman, Jerry Alan Fails, Sante Simms, Allison Farber |
IDC | 2 |
| 2004 | Building KidPad: an application for children's collaborative storytellingabstractAbstract Collaborating in small groups can be beneficial to children's learning and socializing. However, there is currently little computer support for children's collaborative activities. This was our motivation for building KidPad, a collaborative storytelling tool for children. KidPad provides children with drawing, typing, and hyperlinking capabilities in a large, two‐dimensional canvas. It supports collaboration by accepting input from multiple mice. In building KidPad, we developed solutions to problems common to all single‐display groupware applications for children: using an intuitive user interface metaphor that can support collaboration, and obtaining input from multiple devices. We addressed the need for an appropriate user interface metaphor by using the local tools metaphor. In developing the concept of local tools we learned about the importance of addressing the issue of global modes. Our solution for obtaining input from multiple devices was MID, an architecture written in Java. In building MID, we learned about the importance of building flexible architectures that can support a wide range of applications and devices in a consistent manner, and that are easy to extend and use by programmers. This paper describes our work on local tools and MID in the context of building KidPad, and aims to provide developers with valuable insights into how to develop collaborative applications for children. Copyright © 2004 John Wiley & Sons, Ltd. Juan Pablo Hourcade, Benjamin B. Bederson, Allison Druin |
Softw. Pract. Exp. | 3 |
| 2004 | Differences in pointing task performance between preschool children and adults using miceabstractSeveral experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments have not provided user interface designers with an understanding of the severity or the nature of the difficulties young children have when using input devices. To address this need, we conducted a study to gain a better understanding of 4 and 5 year-old children's use of mice. We compared the performance of thirteen 4 year-olds, thirteen 5 year-olds and thirteen young adults in point-and-click tasks. Plots of the paths taken by the participants show severe differences between adults' and preschool children's ability to control the mouse. We were not surprised then to find age had a significant effect on accuracy, target reentry, and efficiency. We also found that target size had a significant effect on accuracy and target reentry. Measuring movement time at four different times (first entering target, last entering target, pressing button, releasing button) yielded the result that Fitts' law models children well only up to the time they first enter the target. Overall, we found that the difference between the performance of children and adults was large enough to warrant user interface interactions designed specifically for preschool children. The results additionally suggest that children need the most help once they get close to targets. Juan Pablo Hourcade, Benjamin B. Bederson, Allison Druin, François Guimbretière |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2003 | Children's online interfaces: is usability testing worthwhile?abstract'Designing for usability' refers to the activity of incorporating research about how people use interactive interfaces into the design process. In our specific case, it refers to designers of children's products taking into consideration how the children use different software that they encounter.Many organizations that develop new interactive environments for children do not incorporate usability studies, or they do so without a good understanding of the complexity and consequences of these issues. The end results are websites and programs that children cannot use - and therefore will not use. In some cases many of the educational benefits and creative ideas developed are never utilized, because children do not pass the interface hurdle.The participating panel members have unique views about the role and value of usability studies on the design process. With an emphasis on the design of online environments, they will discuss their personal experiences of designing for usability, and will offer their understanding of the significance of usability in the design of interactive environments for kids. Shuli Gilutz, Mathilde M. Bekker, Allison Druin, Shalom M. Fisch, Janet C. Read |
IDC | 3 |
| 2003 | Starting an intergenerational technology design team: a case studyabstractThis paper presents a case study of the first three months of a new intergenerational design team with children ages 10--13. It discusses the research and design methods used for working with children of this age group, the challenges and opportunities of starting a new team, and the lessons learned. Kendra Knudtzon, Allison Druin, Nancy Kaplan, Kathryn Summers, Yoram Chisik, Rahul Kulkarni, Stuart Moulthrop, Holly Weeks, Benjamin B. Bederson |
IDC | 2 |
| 2003 | Technology probes: inspiring design for and with familiesabstractWe describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies. We present the results of designing and deploying two technology probes, the messageProbe and the videoProbe, with diverse families in France, Sweden, and the U.S. We conclude with our plans for creating new technologies for and with families based on our experiences. Hilary Browne Hutchinson, Wendy E. Mackay, Bo Westerlund, Benjamin B. Bederson, Allison Druin, Catherine Plaisant, Michel Beaudouin-Lafon, Stéphane Conversy, Helen Evans, Heiko Hansen, Nicolas Roussel 0001, Björn Eiderbäck |
CHI | 5 |
| 2003 | The International Children's Digital Library: viewing digital books onlineabstractReading books plays an important role in children's cognitive and social development. However, many children do not have access to diverse collections of books due to the limited resources of their community libraries. We have begun to address this issue by creating a large-scale digital archive of children's books, the International Children's Digital Library (ICDL). In this paper we discuss our initial efforts in building the ICDL, concentrating on the design of innovative digital book readers. Juan Pablo Hourcade, Benjamin B. Bederson, Allison Druin, Anne Rose, Allison Farber, Yoshifumi Takayama |
Interact. Comput. | 3 |
| 2002 | Physical programming: designing tools for children to create physical interactive environmentsabstractPhysical interactive environments can come in many forms: museum installations, amusement parks, experimental theaters, and more. Programming these environments has historically been done by adults, and children, as the visiting participants, have been offered few pre-created choices to explore. Given these creative limitations, the goal of our research has been to develop programming tools for physical interactive environments that are appropriate for use by young children (ages 4-6). We have explored numerous design approaches over the past two years. Recently we began focusing on a "physical programming" approach and developed a wizard-of-oz prototype for young children. This paper presents the motivation for this research, the evolution of our programming approach, and our recent explorations with children Jaime Montemayor, Allison Druin, Allison Farber, Sante Simms, Wayne Churaman, Allison D'Amour |
CHI | 2 |
| 2001 | KidStory: a technology design partnership with childrenabstractWe present a new design method that is used within the KidStory project to enable a large number of young children to participate as partners in the design of advanced storytelling technology. The method is an adaptation of the cooperative inquiry method for school environments and uses a combination of evaluation, brainstorming and traditional education methods. These activities have lead to the elaboration of new ideas, impacted the design of existing software and produced a number of interesting new technology designs. Gustav Taxén, Allison Druin, Carina Fast, Marita Kjellin |
Behav. Inf. Technol. | 2 |
| 2001 | When are Personal Technologies for Children?
Allison Druin, Kori Inkpen |
Pers. Ubiquitous Comput. | 1 |
| 2000 | A storytelling robot for pediatric rehabilitationabstractWe are developing a prototype storytelling robot for use with children in rehabilitation. Children can remotely control a large furry robot by using a variety of body sensors adapted to their disability or rehabilitation goal. In doing so, they can teach the robot to act out series of movements or "emotions" and then write stories - using a storytelling software - including those movements in the story. The story can then be "played" by the remote controlled robot, which acts out the story. We believe that this robot can motivate the children and help them reach their therapy goals through therapeutic play, either by exercising muscles or joints (e.g. for physically challenges children) or by reflecting on the stories (e.g. for children with developmental disabilities). We use an innovative design methodology involving children as design partners. Catherine Plaisant, Allison Druin, Corinna E. Lathan, Kapil Dakhane, Kris Edwards, Jack Maxwell Vice, Jaime Montemayor |
ASSETS | 2 |
| 2000 | Designing storytelling technologies to encouraging collaboration between young childrenabstractWe describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves. Steve Benford, Benjamin B. Bederson, Karl-Petter Åkesson, Victor Bayon, Allison Druin, Pär Hansson, Juan Pablo Hourcade, Rob Ingram, Helen Neale, Claire O'Malley, Kristian T. Simsarian, Danaë Emma Beckford Stanton Fraser, Yngve Sundblad, Gustav Taxén |
CHI | 5 |
| 2000 | The children's challenge: new technologies to support co-located and distributed collaborationabstractNo abstract available. Allison Druin, Steve Benford, Amy S. Bruckman, Kori Inkpen, Shelia O'Rouke |
CSCW | 1 |
| 1999 | Cooperative Inquiry: Developing new Technologies for Children with ChildrenabstractIn todays homes and schools, children are emerging as frequent and experienced users of technology [3, 14]. As this trend continues, it becomes increasingly important to ask if we are fulfilling the technology needs of our children. To answer this question, I have developed a research approach that enables young children to have a voice throughout the technology development process. In this paper, the techniques of cooperative inquiry will be described along with a theoretical framework that situates this work in the HCI literature. Two examples of technology resulting from this approach will be presented, along with a brief discussion on the design-centered learning of team researchers using cooperative inquiry. Allison Druin |
CHI | 1 |
| 1999 | Designing PETS: A Personal Electronic Teller of StoriesabstractWe have begun the development of a new robotic pet that can support children in the storytelling process. Children can build their own pet by snapping together the modular animal parts of the PETS robot. After their pet is built, children can tell stories using the My Pets software. These stories can then be acted out by their robotic pet. This video paper describes the motivation for this research and the design process of our intergenerational design team in building the first PETS prototypes. We will discuss our progress to date and our focus for the future. Allison Druin, Jaime Montemayor, James A. Hendler, Britt McAlister, Angela Boltman, Eric Fiterman, Aurelie Plaisant, Alex Kruskal, Hanne Olsen, Isabella Revett, Thomas Plaisant Schwenn, Lauren Sumida, Rebecca Wagner |
CHI | 1 |
| 1999 | Single Display Groupware: A Model for Co-Present CollaborationabstractWe introduce a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe the model, comparing it to more traditional remote collaboration, We describe the requirements that SDG places on computer technology, and our understanding of the benefits and costs of SDG systems. Finally, we describe a prototype SDG system that we built and the results of a usability test we ran with 60 elementary school children. Jason Stewart, Benjamin B. Bederson, Allison Druin |
CHI | 3 |
| 1997 | KidPad: A Design Collaboration Between Children, Technologists, and EducatorsabstractArticle KidPad: a design collaboration between children, technologists, and educators Share on Authors: Allison Druin Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New Mexico Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New MexicoView Profile , Jason Stewart Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New Mexico Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New MexicoView Profile , David Proft Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New Mexico Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New MexicoView Profile , Ben Bederson Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New Mexico Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New MexicoView Profile , Jim Hollan Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New Mexico Computer Science Department/College of Education, University of New Mexico, Farris Engineering Center, Albuquerque, New MexicoView Profile Authors Info & Claims CHI '97: Proceedings of the ACM SIGCHI Conference on Human factors in computing systemsMarch 1997 Pages 463–470https://doi.org/10.1145/258549.258866Published:27 March 1997 90citation2,232DownloadsMetricsTotal Citations90Total Downloads2,232Last 12 Months62Last 6 weeks8 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Allison Druin, Jason Stewart, David Proft, Benjamin B. Bederson, James D. Hollan |
CHI | 1 |
| 1996 | CHIkids: A Common Ground for Kids and Adults
Allison Druin |
CHI | 1 |
| 1996 | Local Tools: An Alternative to Tool PalettesabstractNo abstract available. Benjamin B. Bederson, James D. Hollan, Allison Druin, Jason Stewart, David H. Rogers 0001, David Proft |
ACM Symposium on User Interface Software and Technology | 3 |