Journals / A|Z ITU Mimarlık Fakültesi Dergisi / 2020 / Cilt: 17 - Sayı: 3

Designing for spatial narration in children’s playscapes

Pages
155–168
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Also offering a repertoire ofroles children take on in play, we outline four design principles for a prototype ofa digitally-enhanced environment that enables children to articulate spatial narrations.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Today, digital technology is very much present in the everyday settings childrenlive, learn, and play in.
📊
Key Findings & Data:Focusing on supporting children’s use of body-movementand senses in narrative play, we offer a theoretical framework and guidingdesign principles for digitally-enhanced physical play environments.
💡
Conclusion & Impact:Also offering a repertoire ofroles children take on in play, we outline four design principles for a prototype ofa digitally-enhanced environment that enables children to articulate spatial narrations.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:Domain Parameters

Özet

Today, digital technology is very much present in the everyday settings childrenlive, learn, and play in. Focusing on supporting children’s use of body-movementand senses in narrative play, we offer a theoretical framework and guidingdesign principles for digitally-enhanced physical play environments. Probing howchildren construct spatial narrative through interaction with tangible objects, weargue that blended environments which combine digital and physical media maycontribute to the versatility of such spatial activity. With reference to an overviewof related work in human-computer interaction, we discuss the intermediary capacitiesof objects, whether they are designed as toys for child-play or not. Weidentify different forms of interaction that children have with objects, and positionblended environments within this classification. Also offering a repertoire ofroles children take on in play, we outline four design principles for a prototype ofa digitally-enhanced environment that enables children to articulate spatial narrations.

🔖

Cite This Article

KAY, İ., ÖZKAR, M. (2020). Designing for spatial narration in children’s playscapes. A|Z ITU Mimarlık Fakültesi Dergisi, Cilt: 17 - Sayı: 3, 155–168. https://ajindex.com/articles/354942

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (6)

  1. Ackermann, E. K. (2004). Constructing knowledge and transforming the world: Part one Constructivism, one or many? In M. Tokoro and L.Steels (Eds.). A Learning Zone of one’s own: Sharing representations and flow in collaborative learning environments. Amsterdam, Berlin, Oxford, Tokyo, Washington, DC. Ackermann, E. K. (2007). Experiences of Artifacts. In Ernst von Glasersfeld (Ed). Keyworks in radical constructivism. Rotterdam: Sense Publishers.
  2. Back, J., Heeffer, C., Paget, S., Rau, A., Sallnäs Pysander, E. L., & Waern, A. (2016). Designing for Children’s Outdoor Play. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 28–38.
  3. Bailenson, J. N. and Blascovich, J. (2004). Avatars. In W. S. Bainbridge (Ed.). Encyclopedia of human–computer interaction. Great Barrington, MA: Berkshire Publishing Group. Bateson, G. (1976). A theory of play and fantasy. In J.S. Bruner, A., Jolly, and K. Sylva (Eds.). Play: Its Role in Development and Evolution. New York, Basic Books. Bechtel, R., & Churchman, A. (Eds.). (2002). Handbook of environmental psychology. New York: John Wiley & Sons. Bell, S. (2002). Spatial cognition and scale: A child’s perspective. Journal of Environmental Psychology, 22(1-2), (9- 27) Bers, M., Ackermann, E., Cassell, J., Donegan, B., Gonzalez-Heydrich, J.; DeMaso, D., Strohecker, C., Lualdi, S., Bromley, D., & Karlin, J. (1998). Interactive storytelling environments. Proceedings of Computer-Human Interaction (CHI’98), ACM. Bobick, A. F., Intille, S. S., Davis, J. W., Baird, F., Pinhanez, C. S., Campbell, L. W., Ivanov, Y. A., Schütte, A., Wilson, A. (1999). The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment. Presence: Teleoperators and Virtual Environments, 8(4), 369-393.
  4. Boon, B., Van Der Net, J., Rozendaal, M., Stappers, P. J., & Van Den Heuvel- Eibrink, M. M. (2016). Playscapes: A design perspective on young children’s physical play. Proceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children, (181 – 189). Brosterman, N. (1997). Inventing kindergarten. New York: Harry N. Abrams. Bruner, J.S. (1990). Acts of meaning. Cambridge MA: Harvard University Press.
  5. Cassell, J. and Ryokai, K. (2001). Making space for voice: Technologies to support children’s fantasy and storytelling. Personal and Ubiquitous Computing, 5(3), 169-190.
  6. Crawford, S. (2009). The Archaeology of Play Things: Theorising a Toy Stage in the ‘Biography’ of Objects. Childhood in the Past, 2(1), 55-70.