Abstract
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Abstract
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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 />
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