Academic literature on the topic 'Children-centred design'

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Journal articles on the topic "Children-centred design"

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O'Sullivan, Cara, Farnaz Nickpour, and Francesca Bernardi. "WHAT CAN BE LEARNT FROM 130 CHILDREN'S DREAM WHEELCHAIR DESIGNS? ELICITING CHILD-CENTRED INSIGHTS USING AN INTERDISCIPLINARY DESIGN ANALYSIS FRAMEWORK." Proceedings of the Design Society 1 (July 27, 2021): 3409–18. http://dx.doi.org/10.1017/pds.2021.602.

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AbstractThe design of inclusive paediatric mobility (IPM) interventions, such as children's wheelchairs, are entangled with technological, health and social considerations. As narratives around childhood, disability and mobility shift and transform, these entanglements evolve. In order to optimise the experience of childhood mobility, IPM designers must understand and respond to such changes and channel children's own requirements, desires and 'dreams' into the design process; this can be achieved by utilising a child-centred design approach. This paper identifies meaningful child-centred IPM
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Sullivan, Charlotte, Helen Lynch, and Amanda Kirby. "Does visual perceptual testing correlate with caregiver and teacher reported functional visual skill difficulties in school-aged children?" Irish Journal of Occupational Therapy 46, no. 2 (2018): 89–105. http://dx.doi.org/10.1108/ijot-03-2018-0005.

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Purpose As occupational therapists embrace evidence-informed and occupation-centred practice, the use of standardised visual perceptual tests remains a strong feature of typical paediatric practice. Yet, the research evidence for the use of such tools is inconclusive at best. This study compared the results of the Test of Visual Perceptual Skills (TVPS) with a checklist of reported functional difficulties in 30 children attending occupational therapy. The purpose of this paper was to determine the usefulness of visual perceptual testing in relation to occupation-centred practice. Design/method
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Mahlous, Ahmed Redha, and Bersan Okkali. "A Digital Mental Health Intervention for Children and Parents Using a User-Centred Design." Advances in Human-Computer Interaction 2022 (October 7, 2022): 1–12. http://dx.doi.org/10.1155/2022/4322177.

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The number of children with mental health problems is ever-growing; as a result, nearly 850,000 children in the UK are believed to have clinically significant problems, and only a quarter show evidence of mental illness. Family members often have a hard time dealing with children with mental health problems. As a result, digital mental health interventions are becoming popular for people seeking professional mental health services. Previous studies in this area have also shown that parents who are divorced or working away from home struggle to maintain contact with their children. This lack of
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Marco, Javier, Sandra Baldassarri, and Eva Cerezo. "NIKVision: Developing a Tangible Application for and with Children." JUCS - Journal of Universal Computer Science 19, no. (15) (2013): 2266–91. https://doi.org/10.3217/jucs-019-15-2266.

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In this paper, the design process of a tangible game for a tabletop device (NIKVision) is presented. NIKVision is intended to give leisure and fun while reinforcing physical manipulation and co-located gaming for 3-6 year old children. Interaction is provided by the handling of conventional toys and computer augmentation on a table surface. The presence of an additional vertical monitor that complements table surface output is a distinguishing feature of NIKVision. By following a engineering design lifecycle, the paper describes the complete process of designing a Farm Game for the tabletop. C
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Magkafa, Dimitra, Dawn Watkins, Suzannah Hemsley, Charlotte Mills, Ann George, and Clare Wood. "A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability." European Conference on Games Based Learning 18, no. 1 (2024): 580–89. http://dx.doi.org/10.34190/ecgbl.18.1.2694.

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Children lack awareness and understanding of their rights and the law. There is a need to address this gap and empower children to become advocates for their rights when they encounter law-related issues. A promising approach to achieving this is through the use of games. In particular, games focused on learning have evolved into novel tools that can raise awareness as well as help children acquire essential skills. In this paper, we present a child-centred design approach to evaluating the initial version of a learning game designed to help children across a wide age range (3-15 years) and wi
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Muhammad Roslan, Aresha Suraya, Puteri Mayang Bahjah Zaharin, and Fellicia Amanda. "Identifying Workplace Lactation Room Design Gaps." Environment-Behaviour Proceedings Journal 7, no. 19 (2022): 393–402. http://dx.doi.org/10.21834/ebpj.v7i19.3126.

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Exclusive breastfeeding among employed mothers in Malaysia remains low despite numerous health benefits to mothers and children. Inadequate provision of a lactation room at the workplace contributed to the low rate of exclusive breastfeeding among working mothers. The objective of this paper is to identify the design gaps in the lactation room at the workplace in Selangor. The results suggest that adopting the first step of the user-centred design (UCD) method enables the identification of design gaps in the lactation room: location, room size, allocation of table and chair, milk storage, sink
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Newbutt, Nigel, Louis Rice, Séverin Lemaignan, Joe Daly, Vicky Charisi, and Iian Conley. "Co-designing a social robot in a special educational needs school." Interaction Studies 23, no. 2 (2022): 204–42. http://dx.doi.org/10.1075/is.21031.new.

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Abstract Social robots have the potential to support autistic school children with their wellbeing. This research reveals how a co-design approach with autistic children and their teachers was undertaken. Focus groups with autistic children and teachers collaboratively identified user requirements for the social robot and robot behaviours within the school ecosystem in order to improve student wellbeing. The results reveal the importance of including autistic children in the co-design process to ensure their voices are heard and also that the role of the robot is appropriate and targeted to th
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Balzan, Emanuel, Philip Farrugia, and Owen Casha. "A USER-CENTRED DESIGN FRAMEWORK FOR THE DEVELOPMENT OF SPEECH AND LANGUAGE THERAPEUTIC TOYS." Proceedings of the Design Society 1 (July 27, 2021): 303–12. http://dx.doi.org/10.1017/pds.2021.31.

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AbstractTherapy in early childhood is facilitated through toys and play. While mainstream toys are designed for children, therapeutic toys need to satisfy requirements from clinicians, caregivers, and children. The study presented in this paper investigated the challenges that 22 international toy designers encounter during the design process and whether support is required when developing products for speech and language therapy, through a mixed-method approach. Results show that considerable challenges are encountered during the early design stages. Nonetheless, the toy design process remain
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Babbu, Abdul Halim, and Mazharul Haque. "Design Characteristics for Sustainable Pediatric Healthcare Environments: Stakeholder’s Perception." European Journal of Sustainable Development 12, no. 1 (2023): 113. http://dx.doi.org/10.14207/ejsd.2023.v12n1p113.

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Background: The therapeutic environments of children and adolescents differ from those of adults, and are complex entities. Though studies have been conducted on the built environments of adult healthcare facilities, the impact of therapeutic environments on the health outcomes of pediatric patients is yet to be explored. Objective: The purpose of this study is to investigate design characteristics for creating a pleasant, comfortable, and child-friendly physical environment in children's healthcare settings. Method: After extracting features that influence pediatric healthcare design from the
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Nilsson, Stefan, Angelica Wiljén, Jonas Bergquist, et al. "Evaluating pictorial support in person-centred care for children (PicPecc): a protocol for a crossover design study." BMJ Open 11, no. 5 (2021): e042726. http://dx.doi.org/10.1136/bmjopen-2020-042726.

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IntroductionThis study protocol outlines the evaluation of the pictorial support in person-centred care for children (PicPecc). PicPecc is a digital tool used by children aged 5–17 years to self-report symptoms of acute lymphoblastic leukaemia, who undergo high-dose methotrexate treatments. The design of the digital platform follows the principles of universal design using pictorial support to provide accessibility for all children regardless of communication or language challenges and thus facilitating international comparison.Methods and analysisBoth effect and process evaluations will be co
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Dissertations / Theses on the topic "Children-centred design"

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Munoz, Saez Diego Felipe. "Relation-centred inquiry: Designing for position exchange in families." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/208107/1/Diego%20Felipe_Munoz%20Saez_Thesis.pdf.

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This thesis presents Relation-Centred Inquiry: a new method to design interactive technologies for parents and their adult children to better reflect their unique perspectives. The method is based on empirical insights into changes in the relationship after children leave home as well as how these changes influence communication through interactive technologies. The method encourages dialogue between parents and children to better understand each other’s perspectives and to imagine new technology designs. A trial study demonstrates how interactive technologies can mediate an ongoing exchange o
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Brown, González Lorena, and Certucha Rodrigo Palacios. "The design of a playground toy." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17336.

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The report describes the design of a safe (within EU regulations), ergonomic, attractive, sustainable, versatile and interactive playground toy for children from ages 7 to 11. The product aims to help children develop in different aspects: physical, emotional, social and mental, in a sustainable environment. This was developed from the identification and exploration of the factors that influence the design of playground toys. The design process was divided in the following main stages: an initial research of information, the interpretation of this data, the development of a concept, a test sta
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Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

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The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour.
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Woolner, A. "Using interactive digital media to engage children on the autistic spectrum." Thesis, Coventry University, 2010. http://curve.coventry.ac.uk/open/items/02fde0a4-4e8e-1b2f-8363-975483d3bcf7/1.

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The incidence of autism is increasing in the U.K., with as many as 1% of children now thought to be affected by an autistic spectrum disorder (ASD). This research explores the potential of emerging interactive digital media to engage children affected by an ASD, and the development of design strategies for future professional work in this field. This is accomplished through a literature and state of the art review, and by working alongside families and professionals involved in the provision of care for children with an ASD. As a a result of this process new artefacts have been created, alongs
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Mann, Anne-Marie. "Child-centred technologies as learning tools within the primary classroom : exploring the role of tablets and the potential of digital pens in schools." Thesis, University of St Andrews, 2017. http://hdl.handle.net/10023/11012.

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This thesis provides insights into how technology can be and is used as child-centric learning tools within primary school classrooms. The conducted studies look closely at how tablet technology is integrated into the modern classroom, and considers how existing digital writing technologies could support handwriting-based learning exercises in future. This is achieved by conducting three in-the-wild studies, using different approaches, with a total of seventy-four children in school classrooms. In the first study, focus is placed on how tablets integrate into and with existing classroom practi
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Mallos, Melina. "Young children's interactions in art museums: Exploring engagement." Thesis, Queensland University of Technology, 2003. https://eprints.qut.edu.au/36686/1/36686_Digitised%20Thesis.pdf.

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How do young children engage with works of art in a museum environment? This study documents the experiences and behaviour of children aged 6-9 years in three Queensland art museums. In each case, three interactive components were investigated for their value in promoting young children's engagement with art: child-centred programs, novel exhibition designs and responsive social interaction. Recently art museums have invested heavily in the design of innovative interactive exhibition programs to enhance young children's experiences of art. While child-centred programming and novel exhibitio
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Costa, Ana Cláudia Ellery Lustosa da. "O jeito criança de ser cidadão pode ser divertido? O processo de codesign de um jogo digital educativo sobre cidadania." Master's thesis, 2016. http://hdl.handle.net/10400.5/12704.

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Este estudo apresenta o processo de codesign de um jogo educativo para cidadania voltado para crianças com idade entre os 10 e 14 anos. O projeto do jogo nasceu no contexto do Plenarinho, portal infanto-juvenil da Câmara dos Deputados do Brasil que, desde 2004, desenvolve produtos educativos sobre cidadania. Vários autores têm demonstrado que jogos digitais têm um grande potencial de ensino, pois contém princípios de diferentes teorias da aprendizagem. A criação de um jogo digital educativo, contudo, é um processo complexo que, além do seu caráter multidisciplinar, deve centrar-se nos objetivo
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Books on the topic "Children-centred design"

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Coyne, Imelda, Freda Neill, and Fiona Timmins, eds. Clinical Skills in Children's Nursing. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780199559039.001.0001.

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Children's Nurses require excellent clinical skills to provide high quality care to children and young people across a range of different ages. After the first year of their training, children's nursing students must master skills of increasing complexity whilst developing clinical judgement and confidence. Therefore, it is vital that links are made to children's biology and development, family needs, legal issues and problem solving but until now, it has been hard to find all this in one place. Clinical Skills for Children's Nursing is designed for children's and general nursing students in s
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Book chapters on the topic "Children-centred design"

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Martin, Anna Lisa, and Viktoria Jolanda Kluckner. "Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children." In Games for Health 2014. Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_14.

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Todman, Hannah, and Hugh McLaughlin. "Interventions for Children Affected by Parental Substance Misuse." In Sustainable Development Goals Series. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-82583-5_23.

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Abstract Chapter 5 explored the lived experience of children affected by parental substance misuse (PSM) and the multiple risk factors that are often severe and enduring. To buffer against the negative impact of PSM, children need multiple protective factors, including positive and nurturing familial relationships. Alongside relationships with trusted adults within a child’s family, a vital source of protection for children is the support from professionals. This chapter explores existing models of interventions for children affected by PSM and critically engages with the limitations and the w
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Escobar-Planas, Marina, Vicky Charisi, Isabelle Hupont, Carlos-D. Martínez-Hinarejos, and Emilia Gómez. "Towards Children-Centred Trustworthy Conversational Agents." In Chatbots - The AI-Driven Front-Line Services for Customers [Working Title]. IntechOpen, 2023. http://dx.doi.org/10.5772/intechopen.111484.

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Conversational agents (CAs) have been increasingly used in various domains, including education, health and entertainment. One of the growing areas of research is the use of CAs with children. However, the development and deployment of CAs for children come with many specific challenges and ethical and social responsibility concerns. This chapter aims to review the related work on CAs and children, point out the most popular topics and identify opportunities and risks. We also present our proposal for ethical guidelines on the development of trustworthy artificial intelligence (AI), which prov
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Khan, Zuber, Mrs Mumtaz, Mohd Anas Saifi, Rizwan Ahamad, and Asad Ali. "DOSAGE FORM DESIGN." In Futuristic Trends in Pharmacy & Nursing Volume 3 Book 13. Iterative International Publisher, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3bgpn13p2ch1.

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Designing pharmaceutical dosage forms is a crucial field that tries to provide convenient, reliable, and safe drug delivery systems. By spanning the gap between active medication ingredients and their administration, this multidisciplinary sector ensures the best possible therapeutic results. Drug qualities, patient characteristics, administration method, release kinetics, and manufacturing considerations are taken into account while designing dosage forms. The design must take into consideration the various demands of patients across age groups, from difficulties with compliance in young chil
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Nielsen, Jacob, and Gunver Majgaard. "Constructionist Prototype Programming in a First Semester HCI Course for Engineering Students." In Advances in Human and Social Aspects of Technology. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6228-5.ch004.

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How can we merge interactive design processes and the development of interactive prototypes for first-semester students without prior programming experience? The authors provide a selection of relevant contructionism-inspired programming tools and provide indications on how one of them can enrich a user-centred design project for first-semester software and IT engineering students. They do this by describing the experiences from two runs of a HCI course and the concurrent semester projects. The students developed interactive touch-based learning apps for children in the fourth to sixth grade u
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Davis, Juliet. "Introduction." In The Caring City. Policy Press, 2022. http://dx.doi.org/10.1332/policypress/9781529201215.003.0001.

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This book sets out to consider the potential of urban design in terms of care in cities. It is concerned with how urban design supports the diverse inhabitants of cities in meeting their needs and developing capabilities, enabling them to thrive and flourish into the future. It is also concerned with the role of urban design with respect to care practices and relations – with its potential to condition the dependencies of people on others, to foster patterns of interdependence, and to enact care for future generations. For a long time, the potential of design with regard to care or caring was
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Dalton Cathy. "Interaction Design in the Built Environment: Designing for the ‘Universal User’." In Studies in Health Technology and Informatics. IOS Press, 2016. https://doi.org/10.3233/978-1-61499-684-2-314.

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Concepts of responsive architecture have to date largely involved response to environmental context, in order to mediate ambient environmental factors and modify internal conditions for the comfort of users, with energy efficiency and sustainability as the main impetus. ‘Smart’ buildings often address little other than technically functional issues, with any ideas of ‘design’ as a unifying factor being disregarded. At the same time, music and performance art have been in the vanguard of creating digital interaction that intimately involves the user in ae
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Kilkelly, Ursula, and Pat Bergin. "Introducing Child Detention in Ireland." In Advancing Children's Rights in Detention. Policy Press, 2021. http://dx.doi.org/10.1332/policypress/9781529213218.003.0005.

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The Children Act 2001 is Ireland’s legislative framework for youth justice and in addition to providing that detention must be a measure of last resort, the Act sets out that children deprived of liberty must be child-centred and focused on the child’s education, development and reintegration. Irish law and policy set out the ambition that there was to be a single model of detention for all children under 18 years in Ireland and reforms began to give effect to this position through a complex and challenging process of reform. This included legislative reform, capital investment and a process o
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Dirks, Evelien. "Fostering Parent–Child Interaction in Families of Deaf and Hard of Hearing Children." In Communication Interventions with Deaf People. Oxford University PressOxford, 2025. https://doi.org/10.1093/9780191983726.003.0013.

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Abstract Early parent–child interactions play a pivotal role in shaping children’s linguistic, socio-emotional, and cognitive development. For families of children who are deaf or hard of hearing (DHH), family-centred early interventions aim to support and enhance these critical interactions. This chapter explores three promising parent-focused interventions designed to foster the development of young DHH children by enhancing parent–child interactions. The first intervention, Video Interaction Guidance (VIG), enhances parental sensitivity and self-efficacy through guided feedback on parent–ch
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Mannonen Petri, Kaipio Johanna, and Nieminen Mika P. "Patient-Centred Design of Healthcare Services: Meaningful Events as Basis for Patient Experiences of Families." In Studies in Health Technology and Informatics. IOS Press, 2017. https://doi.org/10.3233/978-1-61499-742-9-206.

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Patient experience has become a crucial part of the quality of any healthcare service. Experiences and their structures are not however trivial phenomena that are easy to describe and model. Instead, subjective and dynamic experiences seem to escape definitions and measurements. In order to map the dimensions and dynamics of patient experiences of families, i.e. experiences in families where one or more children are or have been seriously ill, we conducted in depth interviews with 17 parents. Both the interview structure and analysis were based on the technology as experience framework, which
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Conference papers on the topic "Children-centred design"

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Wai Michael Siu, Kin, and Izzy Yi Jian. "Human-centred design: Promoting interactions between children and caregivers in play spaces." In 10th International Conference on Human Interaction and Emerging Technologies (IHIET 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004020.

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Most of the time children are necessary to go to play spaces with caregivers. However, play spaces in general are designed for children that caregivers are always excluded. Sometimes only basic resting facilities are provided for the caregivers. In the recent years, some studies have already concerned the inclusiveness of public play spaces for the needs of children and their peers with different motion, sensory and cognitive capabilities. On the other hand, there is still very rare to have research on the inclusiveness of the design of public play spaces for caregivers. Taking Hong Kong as a
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Othman, Muhammad Fakri, Norhalina Senan, Suriawati Suparjoh, and Wendy Keay-Bright. "User-centred design and experience prototyping: Design and implementation of pre-handwriting intervention to children with coordination difficulties/dyspraxia." In THE 2ND INTERNATIONAL CONFERENCE ON APPLIED SCIENCE AND TECHNOLOGY 2017 (ICAST’17). Author(s), 2017. http://dx.doi.org/10.1063/1.5005445.

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Södergren, Antonia Clasina. "Ensuring Inclusivity and Well-being of Children Call for Accuracy in Ethical (Design) Practices: Making the Interpersonal Aspects of Data Collection Explicit and Value-centred by Scaffolding the Quality Criterion of 'Sincerity' in Human-involved Research." In IDC '24: Interaction Design and Children. ACM, 2024. http://dx.doi.org/10.1145/3628516.3659407.

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Jayakody, A. N. A., and S. Samarawickrama. "Bridging accessibility gaps for lazy eye disease patients in Sri Lanka through Gamified vision therapy." In Integrated Design Research Conference 2024, edited by S. Samarawickrama. Department of Integrated Design, Faculty of Architecture, University of Moratuwa., 2024. https://doi.org/10.31705/idr.2024.9.

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Amblyopia, commonly referred to as lazy eye, is a primary cause of visual impairment among children and remains largely preventable if diagnosed and treated in a timely manner (Blair et al., 2024). Characterised by poor coordination between the eyes, amblyopia typically arises when the brain suppresses the input from one eye, leading to a gradual decline in its functionality. Early intervention through continuous vision therapy is essential; however, current treatment practices in Sri Lanka face significant obstacles. Access to therapy is restricted primarily to urban centres, posing a barrier
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Hossain, Md Shafkat, Edwin van Teijlingen, John Powell, et al. "207 Using human-centred design (HCD) to develop community-led interventions for preventing drowning among children under 2 years in rural Bangladesh." In 15th World Conference on Injury Prevention and Safety Promotion (Safety 2024) abstracts. BMJ Publishing Group Ltd, 2024. http://dx.doi.org/10.1136/injuryprev-2024-safety.101.

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Sandarekha, G., and P. Samarasinghe. "The Impact of furniture layout on social interaction of visually impaired pre-schoolers: a case study of all’bout montessori school." In Integrated Design Research Conference 2024, edited by S. Samarawickrama. Department of Integrated Design, Faculty of Architecture, University of Moratuwa., 2024. https://doi.org/10.31705/idr.2024.6.

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Social interaction plays a crucial role in early childhood development, promoting key skills in communication, cooperation, and emotional growth. This research examines how the layout of classroom furniture impacts social interaction among visually impaired preschoolers in an inclusive setting at All‘bout Montessori School in Ratmalana, Sri Lanka. The study focuses on how specific furniture arrangements affect essential aspects of social engagement, including verbal and non-verbal communication, cooperative play, conflict resolution, and helping behaviours between visually impaired and sighted
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Canina, Marita, Daniela Amandolese, and Carmen Bruno. "Design for Sustainable Behaviour to design an Adaptive Climbing Wall." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001885.

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In recent years, Europe has been moving towards a concept of inclusivity as highlighted by the sixteenth goal of the 2030 Sustainable Development Goals Agenda that promotes peaceful and inclusive societies. (UN Dept. of Global Communications, 2015). The increasing awareness of social diversity has attracted the attention of designers who started to adopt an inclusive design approach and design products or services to be usable by as many people as reasonably possible, without the need for specialised adaptions. The inclusive design approach has been largely applied in adaptive sports to improv
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Süner Pla Cerda, Sedef, Batuhan Şahin, and Ecem Kumbasar. "Child-Friendly Human-AI Interaction: Designing Tangible User Interfaces for Preschool Children to Prompt Generative AI." In 13th International Conference on Human Interaction & Emerging Technologies: Artificial Intelligence & Future Applications. AHFE International, 2025. https://doi.org/10.54941/ahfe1005905.

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Generative artificial intelligence (AI) encompasses advanced computational models that can generate coherent and high-quality content when prompted such as text, images, videos, tunes and codes, by leveraging the patterns and structures present in the data they have been trained with. Popular examples of commercial tools using such models are ChatGPT (text-to-text), Midjourney (text-to-image) and Vizcom (image-to-image). Current use cases are largely developed for general or professional use purposes, which are not suitable for child users due to unregulated content, lack of child-friendly use
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Grizante de Andrade, Daniel. "Immaterial Collections, Ephemeral Exhibitions: animations in exhibition design." In LINK 2024 Conference Proceedings. Tuwhera, 2024. https://doi.org/10.24135/link2024.v5i1.233.

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The research is about the use of animations in the design of exhibitions in intangible-themed museums, which are seen as spectacular and are becoming increasingly popular nowadays. Animation, a language that has always been close to the universe of children, media manifestations, entertainment and fantasy, comes up against the museum, an institution with social authority, centred on its concern with reality and the historical document. The collision between these two worlds gave rise to this research. It starts by investigating the museum universe, with a view to technological use and the rela
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Iacono, Ester, Claudia Becchimanzi, and Alessia Brischetto. "Emotional design: Affective evaluation methods to assess the emotional response of 6-11 years children." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001785.

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Nowadays, the design focuses not just on the functional attributes of products but especially on emotional ones, and it investigates users' behavior from an emotional point of view.Industrial companies also discovered the economic advantages of holistically analyzing user experience and aim, beyond usability research, to improve people-product interaction. Therefore, their goal is to understand how to evaluate the emotions arising from the interaction with a product and integrate emotions into usability studies. Consequently, it is fundamental to look at Affective Evaluation Methods to enhance
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