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Allison Druin

Bio: Allison Druin is an academic researcher from University of Maryland, College Park. The author has contributed to research in topics: Participatory design & Cooperative inquiry. The author has an hindex of 52, co-authored 212 publications receiving 11487 citations. Previous affiliations of Allison Druin include Pratt Institute & University of Maryland College of Information Studies.


Papers
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Proceedings ArticleDOI
05 Apr 2003
TL;DR: A new method for use in the process of co-designing technologies with users called technology probes, which are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies.
Abstract: We describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies. We present the results of designing and deploying two technology probes, the messageProbe and the videoProbe, with diverse families in France, Sweden, and the U.S. We conclude with our plans for creating new technologies for and with families based on our experiences.

1,318 citations

Journal Article
TL;DR: In this paper, a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning, is presented, where each role, user, tester, informant and design partner has been defined based upon a review of the literature and the author's own laboratory research experiences.
Abstract: This paper suggests a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning. Each role, user, tester, informant and design partner has been defined based upon a review of the literature and the author's own laboratory research experiences. This discussion does not suggest that any one role is appropriate for all research or development needs. Instead, by understanding this framework the reader may be able to make more informed decisions about the design processes they choose to use with children in creating new technologies. This paper will present for each role a historical overview, research and development methods, as well as the strengths, challenges and unique contributions associated with children in the design process.

1,201 citations

Proceedings ArticleDOI
01 May 1999
TL;DR: The techniques of cooperative inquiry will be described along with a theoretical framework that situates this work in the HCI literature and two examples of technology resulting from this approach will be presented.
Abstract: In todays homes and schools, children are emerging as frequent and experienced users of technology [3, 14]. As this trend continues, it becomes increasingly important to ask if we are fulfilling the technology needs of our children. To answer this question, I have developed a research approach that enables young children to have a voice throughout the technology development process. In this paper, the techniques of cooperative inquiry will be described along with a theoretical framework that situates this work in the HCI literature. Two examples of technology resulting from this approach will be presented, along with a brief discussion on the design-centered learning of team researchers using cooperative inquiry.

856 citations

Proceedings ArticleDOI
01 May 1999
TL;DR: This paper introduces a model for supporting collaborative work between people that are physically close to each other, and describes themodel, comparing it to more traditional remote collaboration and describing the requirements that SDG places on computer technology.
Abstract: We introduce a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe the model, comparing it to more traditional remote collaboration, We describe the requirements that SDG places on computer technology, and our understanding of the benefits and costs of SDG systems. Finally, we describe a prototype SDG system that we built and the results of a usability test we ran with 60 elementary school children.

516 citations

Book
01 Oct 1998
TL;DR: The authors discusses how and why new technologies are being designed, introduces the diversity of approaches that university researchers use in their research methodologies, and explains the range of technologies being created for children.
Abstract: The creation of computer technologies for children is a multidisciplinary process whose techniques and functions are growing increasingly important. This contributed work discusses how and why new technologies are being designed, introduces the diversity of approaches that university researchers use in their research methodologies, and explains the range of technologies being created for children.

427 citations


Cited by
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Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

Journal ArticleDOI
TL;DR: The theme of the volume is that it is human to have a long childhood which will leave a lifelong residue of emotional immaturity in man.
Abstract: Erik Eriksen is a remarkable individual. He has no college degrees yet is Professor of Human Development at Harvard University. He came to psychology via art, which explains why the reader will find him painting contexts and backgrounds rather than stating dull facts and concepts. He has been a training psychoanalyst for many years as well as a perceptive observer of cultural and social settings and their effect on growing up. This is not just a book on childhood. It is a panorama of our society. Anxiety in young children, apathy in American Indians, confusion in veterans of war, and arrogance in young Nazis are scrutinized under the psychoanalytic magnifying glass. The material is well written and devoid of technical jargon. The theme of the volume is that it is human to have a long childhood which will leave a lifelong residue of emotional immaturity in man. Primitive groups and

4,595 citations

Journal Article

3,099 citations

Journal ArticleDOI
TL;DR: The context for socially interactive robots is discussed, emphasizing the relationship to other research fields and the different forms of “social robots”, and a taxonomy of design methods and system components used to build socially interactive Robots is presented.

2,869 citations