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Yufan Wang Hao-Ting Chang Martin Tai Lyhne Jensen CIID 2011 What’s up

What's Up - an tangible interface for you to learn

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What’sUp is aimed at supporting exploratory learning and independence of children living with autism. It provides a way for children with autism better exploit their natural drive for exploration in the process of growing independence by learning without their teacher’s accompany at all times. Interactive learning become a playful, enjoyable experience. Learning distractions becoming learning attractions What’sUp provides a way for teachers at special schools to let children with autism better exploit their natural drive for exploration in the process of growing independence by learning without their teacher interfering at all times. For the teacher What’sUp means a new way of passing information to children without the need of constantly repeating answers and instructions related to the same questions and situations. Pursuing the knowing of the doing - Pause for a moment to play in the next Helping the children to remember their current activity throughout the day. Direct tangible interaction holds a great cognitive learning potential for children with autism. Crafting a user experience that links the exploratory energy and tangible interaction of the child with “magical” experience of the environment “talking back” turned out to be a very powerful learning experience for the children during experience prototyping. Some of them actually had a hard time letting go of the bracelet and started to look for other objects and places with “a story to tell”. Designing for children with autism there was no way around tangible experience prototypes and constantly involving the teachers in playing out scenarios and interpreting the reactions of the child. One of our main inspirations from experience prototyping the concept was to observe the “shift of modes” during the children's interaction. They went from energetic explorations and excited interaction to suddenly pausing and listen to the audio-comment - this pattern would repeat for several times until the child moves on and looks for the next thing to interact with. In terms of technology, we rapidly sketched several technological possibilities. However, we chose low-cost technology such as RFID as our solution to help create beautiful learning experiences on a limited budget.

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Page 1: What's Up - an tangible interface for you to learn

Yufan WangHao-Ting ChangMartin Tai Lyhne Jensen

CIID 2011

What’s up

Page 2: What's Up - an tangible interface for you to learn

WHATUPsIs an assistive deviceaimed at helping mentally challenged children to explore their physical and social environment. It engages their natural drive for tangible exploration to learn and have fun.

Description

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Danish Disabillity Sport Information CenterRoskilde

Designable moment 1Focus is not normalizing medical condition

Reframe and repurpose existing abilities

Work on the social challenges

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Designable moment 2

SydbyskolenSpecial school in næstved

Inclusive social behavior

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SydbyskolenSpecial school in næstved

Designable moment 3 No engaging and easy accessible narrative about the children

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Fensmarkskolen Special school in Copenhagen

Designable moment 4Explorative energy is a driver for fun

Explorative energy = fun

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Concept Development -Sketch

WEAR A HAND TO CLAP WITHPEOPLE AROUND YOU TO “BREAK

THE ICE” AND PASS INFORMATION

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Concept Development - Prototype

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User Testing

Hands are the strongest way for them to learn. A natural tool for exploration

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Concept Development -Sketch A MOBILE WRISTBAND TOALWAYS REMIND YOU OF YOUR

CURRENT ACTIVITY, NO MATTERWHERE YOU ARE AT THE SCHOOL

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Concept Development - Prototype

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The Interaction with the watch is not very playful if it is only about checking your current schedule

User Testing The Interaction with the watch is not very playful if it is only about checking your current schedule

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Concept Development -Sketch

INTERACTING WITH YOUR DAILYACTIVITIES AS PIECES IN A PUZZLEGAME - TO MAKE IT MORE FUN AND

ENGAGINGTO MANAGE YOU EVERYDAY

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Concept Development - Prototype

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User Testing

Collecting the puzzle becomes more about the shape and color of the pieces

than the actual activities they represent

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1A new opportunity for the childto share it’s experiences and

achievements with people around it,including teachers at the institutions

and the parents at home. 2A tacit optional “icebreaker” for the child to engage in social contact

and interaction with people physically present

around it. 3A playful interactive opportunity forthe child to explore and learn about

the near environment around it in a more independent way where

the energy of new exploration = fun.

Value Proposition

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ProductProduct

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Product

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Product

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Product

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Product

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Product

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Product

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Product