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This paper presents a study aimed at better understanding how children categorize different games. The paper reports the results of an open card sort where participants were asked to categorize games from the Google Play Store (formerly the 'Android Marketplace'). The key contribution of the paper is that when compared with existing categories in the Google(More)
iNtroDUCtioN Touch-screens are undoubtedly becoming more and more prevalent in society, and particularly in the domain of mobile computing. The growing inclusion of touch-screens in mobile phones, as well as popular devices such as the iPhone, iPod Touch and the Nintendo DS, has led to the argument that touch-screens are becoming the standard rather than a(More)
When working with children in participatory design activities ethical questions arise that are not always considered in a standard ethics review. This paper highlights five challenges around the ethics of the value of design and the ethics of the children's participation and presents a new tool, CHECk that deals with three of these challenges by virtue of(More)
There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9.(More)
The development and evaluation of prototypes is an important part of game development. Using an iPad, this study aimed to establish whether the fidelity of the prototype affects the ability of children to evaluate the user experience of a game. The participants were aged between 11 and 13 and used the Fun Toolkit to measure user experience in both(More)
This paper reports the results of a short survey aimed at examining the extent to which children use mobile phone application stores. Aspects investigated included whether children used application stores on their own or parents' devices, how children use application stores and whether they think app stores could be improved. The key contribution of this(More)
This paper presents the findings of a low-fidelity participatory design activity for the design of wearable Augmented Reality (AR) experiences for children at play. The aims of the research were to gain insights into the different types of augmentations children find engaging and useful in different play contexts. The papers contribution is both the method(More)
This paper outlines the design and evaluation of a haptic interface intended to convey non audio-visual directions to an ATM (Automated Teller Machine) user. The haptic user interface is incorporated into an ATM test apparatus on the keypad. The system adopts a well known 'clock face' metaphor and is designed to provide haptic prompts to the user in the(More)