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In this paper we present a study through which we intended to understand children's preference towards book formats, in particular digital or paper ones. To accomplish this, we created an original story (Ritinha) illustrated by two... more
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      Children's Literature & Culture, Children's Media, Children and Media, Books
Crescendo is an ongoing project aimed to provide children with High Functioning Autism, their teachers and carers with a communication tool that bridges them. Crescendo guides carers in teaching and immersing their child in a virtual... more
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      Mobile Learning, Autism Spectrum Disorders, Interaction Design
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent... more
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      Mobile Learning, Inquiry Based Learning, Children and Families, Parents
This Master's Dissertation is presented for obtaining a Masters Degree in Cultural Management from the University of Madeira. The purpose of this dissertation focused on making a brief review of the theoretical literature in printed books... more
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      Multimedia, Hypertext theory, Children's Book Illustration, Book and Media Studies
In this paper, we present a novel computer vision based game which exploits multiple game gateways that enable different roles, different multiplayer experiences and also the transition from the traditional on-screen display to the... more
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      Virtual Reality (Computer Graphics), Head Mounted Displays, Mobile Display, multiplayer games battle arena
In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children's engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment... more
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      Mobile Learning, Museums, Engagement, Children
In this poster, we are addressing the topic of "system's evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for... more
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      Usability, Evaluation, User Interface, Teenagers
The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that... more
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      Human Computer Interaction, Web Design, Museum Studies, User Experience (UX)
The use of mobile interactive technology, in museum settings, has the potential of providing young audiences engaging and enjoyable learning activities. As museum visitors are increasingly looking for entertaining experiences inside... more
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      Sensors and Sensing, Mobile Learning, Children's Media, Museums
Museum's audiences are increasingly looking for compelling experiences where, besides learning, engagement and enjoyment are key success factors. While gaming and storytelling are considered to be common approaches to engage audiences... more
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      Storytelling, Gaming, Sensors, Skin conductance
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media... more
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      Visitor studies, Storytelling, Cooperative Inquiry, User-Driven Innovation
This paper describes a user-driven innovation study conducted with teenagers of Madeira Island to probe their desires for technology aided experiences inside a natural history museum. After gathering the results of the sessions with 43... more
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      Design, Visitor studies, User Experience (UX), Museums
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially the “net generation”. According to the Falk model of... more
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      Museum Studies, Teenagers, Museum and Heritage Studies
Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but do not target teenagers in particular. Teens, are a large pool of... more
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The contribution of this paper is centred around the qualitative data research conducted from several co-design sessions deployed with 155 teenage participants aged 15-19. The participants were asked to ideate a mobile museum experience... more
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Teenagers have been identified as an audience group that is often excluded from museum curatorial strategies. One strategy to counteract this problem is to involve cultural heritage professionals (CHPs) in the design process of museum... more
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Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as... more
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While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15-19) are still identified as an audience group that is often excluded from a museum's... more
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This submission describes the analysis of an evaluation of 155 teenagers (15-19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the... more
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