Janneke Verhaegh

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This paper describes the design of Camelot, a mobile outdoor game for small groups of children aged 7-10. Camelot was designed with the aim to encourage social interaction between the players and to encourage physical activity. The paper extends the research literature on design methodology for children, by recording and reflecting upon the lessons learnt(More)
This paper describes the ESPranto Software Development Kit, which supports the development of sensor/actuator based applications, most notably educational toys and games. It enables non-technical users, such as parents, teachers, game developers and psychologists, to specify applications by themselves. The SDK allows them to start off quickly with(More)
We describe the design and evaluation of Playground Architect, a multi-player game designed to help shy children gain social confidence. The game is played by a small group of children around an interactive tabletop surface using a tangible user interface. The game was evaluated with 32 children (mean age 9.5). All players enjoyed the game. Shy children(More)
In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of(More)
In this paper we describe an opportunity that Ambient Intelligence provides outside the domains typically associated with it. We present a concept for enhancing child development by introducing tangible computing in a way that fits the children and improves current education. We argue that the interfaces used should be simple and make sense to the children.(More)
Educational games become more effective when the challenge they offer matches the developing abilities of the player continuously. This promotes the motivation of the player and ensures favorable conditions for learning. To achieve a proper match between the player's abilities and the challenge offered, it is important to minimize any unintended challenge(More)
We present a field study with a game for children called ‘Tap the little hedgehog’, which is played on the TagTiles console, a tangible electronic interface. The game was developed to train and assess cognitive skills and includes tasks which, in isolation, exhibit a high correlation with a number of subtests from the Wechsler Intelligence Scale for(More)