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206 Socially Intelligent Agents2. Our Design Approach: Cooperative InquiryWhile many participatory design techniques exist for including adult usersinto the design process, these same approaches are not always appropriate forchildren. Cooperative inquiry is a collection of techniques adapted and modifiedfrom existing methodologies to suit the special needs of an intergenerationaldesign team ([7], [8], [9]). Its three components are: contextual inquiry,participatory design, and technology immersion.Contextual inquiry, based on the work of Beyer and Holtzblatt [2], is a techniquefor researchers to collect data in the users’ own environments. Ratherthan a single text-based note-taking method, we suggest adult and child researcherseach record their observations with different methods. So, adults mayrecord their observations with text, while children draw cartoon-like picturesto describe their observations. (See [7] for specific note-taking techniques.)In our participatory design sessions, we construct low-fidelity prototypesfrom material such as crayons, cardboard boxes, LEGO blocks, and fabric,because they are easy to use by both adults and children. These constructedartifacts become the bridge for discussions between adults and children.While adults may have access to technologies throughout their workday andat home, the same is less common for children. Therefore, we have foundtechnology immersion to be an important time for children to use technologiesas much or as little as they choose.3. Related WorkResearchers over the past few decades, recognizing both children’s innateabilities and the potential afforded by new technologies, began designing newcomputational devices that encourage self-learning ([21], [23]). Some successfulsystems use robots to engage children in the discovery of scientific andmathematical principles (e.g., [12], [16], [21]). More recently, robotic storytellershave also been explored and developed for children, including, SAGE[26] and Microsoft Actimate Barney [25]. Other robots, such as KISMET[5] and Sony’s AIBO [13], allow researchers to study social contexts such asbehaviors and emotions. Our PETS robot conveys emotions in stories by performinggestures that elicit sympathetic responses from its audience.While physical interactive environments have traditionally offered entertainment(e.g., DisneyQuest), education in the sciences (e.g., [24]), and selfexpression(e.g. art museums), researchers have recently begun exploring themas a medium for storytelling. Unlike most systems that are constructed andprogrammed by technologists for the novice users (e.g., [11], [3]), props andinteractions inside StoryRooms [1] are constructed by children for themselves.

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