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Curriculum-Focused Design<br />

Designing Children’s Multimedia 67<br />

Rode et al. (2003) faced difficulties in porting Druin’s out-of-school model directly<br />

into the classroom. Their aim was to develop tangible, user interfaces for collaborative<br />

use in schools equipped with radio-frequency ID tags. As a result, their work<br />

was situated within the English and Citizenship National Curriculum subjects,<br />

focusing on argument education to allow for curricular and classroom constraints<br />

and their revised methodology, called curriculum-focused design. They used a<br />

range of prototypes from “no-tech,” such as Web page print outs, to “low-tech,”<br />

for example, cardboard boxes, paper, and markers, to “high-tech,” where RF-ID<br />

tag technologies were added.<br />

Although very much akin to my case study design, Rode et al.’s (2003) main findings<br />

differed in the considerable hurdles they faced within the school context. The<br />

class teacher I worked with fit the research sessions into her planning to align with<br />

the objectives she was teaching. The teacher was comfortable and enthusiastic about<br />

low-tech prototyping, in contrast to Rode et al.’s experiences. This methodology<br />

fit well with her refreshingly interdisciplinary approach. The differences in our<br />

findings exemplify the variability in school contexts and pedagogical approaches<br />

where multimedia has a home. They also highlight the helpful and necessary role<br />

teachers play in school-based participatory design sessions. It furthermore highlights<br />

the different kinds of contributions made by members of a design team.<br />

Informant-Based Design<br />

The informant design framework, instead of relying on children in the main to drive<br />

the momentum and direction of a technology, emphasizes team members’ roles<br />

in technology development for children (Scaife & Rogers, 1999). The Canadian<br />

Broadcasting Corporation’s CBC4Kids’ Storybuilder is a case in point. Five practices<br />

were used to evolve the Web-based environment for 8-10 year-olds to collaboratively<br />

tell their Canadian stories (Antle, 2003). User-centered and informant-based design<br />

were among these (Scaife & Rogers, 1999). Using the fundamental principle of<br />

informant-based design, the developers identified key points at which children’s<br />

contributions would be the most valuable. So, amidst the team’s work of examining<br />

“existing storytelling activities, creativity tools and storytelling styles,” children<br />

were consulted at the early concept stage for a period of 12 weeks (Antle, 2003, p.<br />

59). Their involvement was continued as usability testers at the prototype and beta<br />

phases (Antle, 2003).<br />

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission<br />

of Idea Group Inc. is prohibited.

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