Berthel Tate

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As mobile devices like the iPad and iPhone become increasingly commonplace, touchscreen interactions are quickly overtaking other interaction methods in terms of frequency and experience for many users. However, most of these devices have been designed for the general, typical user. Trends indicate that children are using these devices (either their(More)
In this paper, we describe the challenges we encountered and solutions we developed while collecting mobile touch and gesture interaction data in laboratory conditions from children ages 5 to 7 years old. We identify several challenges of conducting empirical studies with young children, including study length, motivation, and environment. We then propose(More)
In next-generation classrooms and educational environments, interactive technologies such as surface computing, natural gesture interfaces, and mobile devices will enable new means of motivating and engaging students in active learning. Our foundational studies provide a corpus of over 10,000 touch interactions and nearly 7,000 gestures collected from(More)
Surface gesture interaction styles used on modern mobile touchscreen devices are often dependent on the platform and application. Some applications show a visual trace of gesture input as it is made by the user, whereas others do not. Little work has been done examining the usability of visual feedback for surface gestures, especially for children. In this(More)
In this paper, we discuss the challenges of conducting a direct replication of a series of mobile device usability studies that were originally conducted with adults and older children (ages 7 to 17). The original studies were designed to investigate differences in how adults and children use mobile devices to touch targets and create surface gestures. In(More)
During the first decade of the 21st century, the rise of mobile feature phones in India saw the development of both an economy of informal media exchange and a culture of active media sharing for entertainment. Mobile phone owners paid for pirated movies and music on the grey market, and they traded them with one another, even using poorly designed(More)
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