This paper describes how the design of a novel writing interface for children was informed by requirements gathering. The derivation of a set of system requirements from observations of children using early prototypes of the interface and from modelling the system is described, and then two methods of gathering further requirements by surveying children are… (More)
The paper begins with a review of some of the current literature on the use of survey methods with children. It then presents four known concerns with using survey methods for opinion gathering and reflects on how these concerns may impact on studies in Child Computer Interaction. The paper then investigates the use of survey methods in Child Computer… (More)
This paper describes an empirical study in which children aged 7 and 8 used handwriting recognition software and hardware to input their own unconstrained text into the computer. The children were observed using the software, and the behaviour of both the children and the system is described.Handwriting recognition is a 'disobedient' technology; that is, it… (More)
This paper describes an empirical study of fun, usability, and learning in educational software. Twenty Wve children aged 7 and 8 from an English primary school participated. The study involved three software products that were designed to prepare children for government initiated science tests. Pre and post tests were used to measure the learning eVect,… (More)
We describe an investigation into the relationship between usability and fun in educational software designed for children. Twenty-five children aged between 7 and 8 participated in the study. Several evaluation methods were used; some collected data from observers, and others collected reports from the users. Analysis showed that in both observational… (More)
This paper describes an experiment to establish whether or not children would accept a lower rate of accuracy for handwriting recognition than the 97% reported in a study with adult users. It outlines the experimental procedure that involved the use of an automated Wizard of Oz method. Problems with the experiment are described and the results are presented.
When people use interactive technology, they construct a 'mental model' of the processes that are going on. This model assists the user in error repair and in task completion. The mental models that children have of computer systems are known to be brittle and incomplete. This paper describes how three different methods - structured interview,… (More)