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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Toolkit and Lessons for Designing Smart Things with Children for Outdoor Environments*</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosella Gennari</string-name>
          <email>gennari@inf.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maristella Matera</string-name>
          <email>maristella.matera@polimi.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandra Melonio</string-name>
          <email>alessandra.melonio@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mehdi Rizvi</string-name>
          <email>syedmehdi.rizvi@polimi.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eftychia Roumelioti</string-name>
          <email>eftychia.roumelioti@stud-inf.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>Piazza Domenicani 3, 39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Politecnico di Milano</institution>
          ,
          <addr-line>via Ponzio 34/5, 20133 Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>0</volume>
      <fpage>2</fpage>
      <lpage>03</lpage>
      <abstract>
        <p>Smart things are present in children's life, from smart watches to smart toys. Designing smart things with children can help them understand the inner working of smart things and reflect on the usage of technology. This paper stems from action research around smart-thing design with children, conducted across three years, in diverse countries and with different children, and mainly for outdoors' environments. The analysis of data gathered across the research enabled authors of this paper to distil practical guidelines for smart-thing design toolkits for children, which helped children design for a given environment and reflect across design. They might help other researchers organise smart-thing design with children, encompassing different design stages, and make them reflect in design, in relation to the chosen environment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Actions were the smart-thing design workshops, in which children used the toolkit for designing and
reflecting in design. In other words, in line with the perspective adopted by the workshop but with
children as main actors, actions aimed at making children explore the possible usages of technology,
reflect on technology and critically develop technology for nature environments.</p>
      <p>Data were uniformly gathered and analysed, leading to the reflections which are the focus of this paper.
The reflections are shaped as lessons concerning gameful smart-thing design for children, which we
hope can spark interest in the community of researchers willing to engage in design of
technologyenhanced nature environments.</p>
      <sec id="sec-1-1">
        <title>Participants</title>
        <p>12 (8F, 4M)
27 (10F, 17M)
4 (1F, 3M)
7 (3F, 4M)
When
Summer
2018
Summer 2019
Autumn 2019
Summer 2020
and</p>
      </sec>
      <sec id="sec-1-2">
        <title>Winter 2020 How</title>
        <p>Autumn In presence</p>
      </sec>
      <sec id="sec-1-3">
        <title>Where</title>
        <p>Athens, Milan, Bolzano
In presence Bolzano
In presence Bolzano
At a distance, in Ioannina, Milan, Bolzano
presence</p>
        <p>At a distance
First Author, et al.</p>
        <p>
          The in2i.tiaDlreesfeirgenncMeforadmeelwork for structuring the design process in workshops with children was the one by Smith
et al. [2015a]. This was adapted to the requirements for smart thing design with children across the COVID-19 pandemic
and actioAnsr,eafesrienntecreamctiovdeetlafnogribsltersucetvuorlivnegdtihnethdeeswigonrkpbroycResizsviinetwaol.rk[1s7h,o1p8s, 3w6i]t.h children is by Smith
et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. This was adapted to the requirements for smart-thing design with children along three
        </p>
        <p>Salerno 20 (7F, 13M)</p>
        <p>Total n. of participant children: 70 (29F, 41M)
years of action research.</p>
        <p>In the resulting model, smart-thing design starts with the exploration of smart things, so as to
In thefraemsuillitainrigsefrcahmieldwroernk, smart thing design starts with the exploration of smamrtatdheinogfs—,soinapsuttodfeamviicleiasrise children
with the design language and what smart things are
with thewdeitshigcnelratnaignuapgreopaenrdtiwesh,aot usmtpaurtt dtheivnigcsesarwe imthadoethoefr—pinrpoupterdteievsic,easnwditthhicnegrstaoinf pthroepcehrtoisees,nonuatptuurtedevices with
other proenpverirtioensm,aenndt,the.ign.g,stroefeasnorenbveinrcohnems.enItt.stIetpstsetphsr othurgohutghhetihdeeiartiidoenaotifosnm,warhtetnhidnigse,rwenhteindedaisffaerreenbtrainstormed
over, andidceoanscaerpetubarlaiisnastitoonrm,wedheonvcehr,iladnrednccoonncveeprtguealoisnatainonid,ewa.hIetnmcohvieldsrtehnencocnhviledrrgeen oinntoanthiedeparoagnrdamming and
play it out. It moves then children into the programming and prototyping of their ideas of smart
prototyptihnigngosf ftohreitrhiedecahsoosefnsmenavrtirtohninmgesn.At. lAlsltlasgteasgeasreairneteinrttweritnweidnewditwhimthumltiupllteiprlee reecftlieocntisotinmsutilmi, furloi,m peers and
experts afrliokme. SpeeeerFsigaunrde e1x.pAellrtsstaaglieksea.rSeemeaFdieg“utraeng1i.bAlel”l asntadgceosnanreectmedadbey “mtaenagnisbolef”thaentdoocloknitn,eecxtpeldaibnyed next.</p>
        <p>means of the toolkit, explained next.
3.2 A Toolkit for Smart Thing Design</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. The SNaP Design Toolkit</title>
      <p>The framework itself is centred around a gami ed toolkit for designing smart things with children, namely SNaP,
which evGoelnveedrawti vitehttohoelkfritasmaerweovrekryaloofntgenacutsioend-irnesdeearscighncypcrolecse.sFsiegsurtoe 2farceicliatpasteatllhethiedmeaatiionnacsttiaognes oafnd the main
componesmntasrot-fththinegtodoelskiigtsn,wwhhicehrewaesrperuosgerda minmthinegaacntidonpsr.ototyping toolkits are employed in the related
stages of smart-thing design. These tools can serve as a common “design language” for
designers, researchers and users in the design process. Game cards, in particular, have been
and expanded on them through a physical version of SNaP, and companion programming technology. These children
were able to take up others’ ideas and programmed them to completion.</p>
      <p>⌅ Hybrid design should promote collaborations (e.g., asynchronous), taking care of ethical considerations, and
include children across frontiers.</p>
      <p>
        GUIDELINES FOR SMART-THING DESIGN TOOLKITS
and a tangible, play design material, e.g., [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ].
      </p>
      <p>used to engage non-experts in a wide range of design processes, acting as sources of inspiration
5
5.1</p>
      <p>
        ToolkiGtsawmiethcCarodms pcoannenbtes oufseSdmatort mThoitnivgaste participants towards the design goal and help them
understand its context. Examples are scenario and mission cards of Tiles [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Although not
In case of toolkits for generic end users, technology tends to be represented in an abstract manner on cards. Examples
necessarily in the form of game cards, motivation material is frequently used in workshops
are Tiles carwdsi,thwhcihchildrerepnre,seen.gt.w,hthaet pweooprlke cbayn dSomwitihth eintpault.,aned.go.,uttphuetydeuvsiecdes borfisemfianrgt tshtiantgesm,seuncths atsohsutmaratn
actions (e.g.,itmoumche)rsainndgreccheiilvdinregnfeiendbaacskc(een.ga.r,isoou[n7d]). [S31N].aSPimaillsaorlye, mthpelIooyTeDdessiigmniDlaerckbriniecfliundgessitnaptuetmaenndtsouftoprut
cards orienteidmtmoaerpseirncgepctihoinldarnednaicntioancmonectehxant,isams , wfoerlhlealspimngontiovna-teixopnerctasrddessiignn tthhee bfoehrmavioofr omf issmsiaorntdceavricdess f[o1r0].
the smart things under design. Cards for smart things also tend to have so-called technology
in an abstract way [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The Lighting User Experience (LUX) cards contain input cards to describe the data source for
decks for input (e.g., buttons) and output devices (e.g., LED matrix), which are related to
the design of smart lighting solutions [9]. Generic input and output cards, such as the above ones, have the potential
physical devices. Cards need also to represent the things to be made smart, and thus they are
advantage ofhbigeihnlgyucsoanbtleexfotrdeidpeeantidnegndti. Ienrethnet swmoarrkt trheipnogrst.eHdoiwnethveisr,pthaepyerc,atnhebye dwierceurlteltaotemdattcohpwaritkhetleecmhneonltosg,y
for programmsuinchg samsabretnthchinegss,oarntdreeensg.aEgxeanmonp-leexspoerftssuinchthdise.cks of cards are in Figure 2, left side.
      </p>
      <p>Cards for Cchairlddrsena,reinppaarrttiocuflaarb,noeaerddtgoabme eh,avpehmysoirceacloonrcdreitgeitraelp,rweshenictahtigounsidtehsanchcailrddrsefnor(a1d)utlotseifxtphleoirreaicmaridssto
and hence components of smart things, (2) to brainstorm and ideate with cards, (3) and finally
engage children in the programming and prototyping parts. For example, Know-Cards include input and output cards
to conceptualise ideas of smart things. The game board embeds different reflection lenses that
that represent speci c electronic components for understanding and designing IoT devices [8]. There are also cards that
children explore while designing, e.g., “does your idea make sense for the mission of making
represent inppuetospalnedinoutetprauctst fworitshpnecaitucrepreolgermamenmtsin?g”.pSlaetfeorFmigsu,sruec2h afosrMtahkeefriarsntdlSecvrealtcohf ctahredsb[o3a8r,d40g]a.mHoew,feovrer,
these cards deoxnpolot rsiunpgptohritncghicldarredns ianntdheteicdheantoiolongpyarct,aardnsd athnedyfaorre ssttarircttilnygrethlaeteiddetoataiovneroyfsspmecairtcttheicnhgnso.logy.
enables children to automatically generate a basic program to start from in the block-based
or elements that are easy for children to match with technology for children, and yet su ciently general to apply to
Makecode programming environment (available at makecode.microbit.org/). See Figure 3. The
9
program is generated from the input and output cards which are part of children’s
conceptualisation of a smart thing. Then children can continue exploring how to make their
ideas evolve through programming and prototyping, besides reflecting in such stages, as well,
on the technology under design.
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programming environment of children’s choice, e.g., with visual blocks of Makecode. The following guideline is thus</p>
      <p>4. ⌅LDeessisgonwnisthacnhidldrCenosnhoculludsenioconmspass diverse design stages, centred around a design toolkit: (1) exploration
and familiarisation with smart thing design; (2) ideation and conceptualisation of smart thing ideas; (3)
Aloprnoggrathmrme eingyeaandrsprooftotryepsienagrocfhs,mcahrtiltdhrinegniduesaes.d the SNaP toolkit. Across all years, data were
uniformly gathered and classified, e.g., in relation to children's usages of SNaP. Data were
doetshninotgatlowoalyksitisnvfoolrvechailsdtrruecntu.rTehdeexmplaoirnatlieosnsostnasgea.rIet iesxitmrapcotretadnat,nhdoewleavbeor,rathteatdtihne tphreocreesmsiasi nstirnugctpuarerdt so
of this paper.
that children become familiar with the components of the things under design before they move on to the next
design stages [49]. In smart thing design with SNaP, the exploration and familiarisation stage was structured by</p>
    </sec>
    <sec id="sec-3">
      <title>4.1. Gameful Design</title>
      <p>the SNaP toolkit, as follows. The exploration stage employed SNaP cards for input and output devices, and it asked
children to play and match them with devices for programming and prototyping, e.g., via quizzes. Last but not least,</p>
      <p>Games or game elements help motivate and guide children in the design of their smart things.
the exploration stage o ered children many sca olding examples, to freely tinker with. For instance, in Summer</p>
      <p>In the research reported in this paper, design was made gameful with the SNaP toolkit, offering
2020, children had SNaP boards with ideas of smart things and matching programs to tinker with in the Makecode
children a fun and not-intimidating way to explore the design process. Children, being in
proggreanmemrainlgfaemnviilrioanrmwe nitth[3p0l]a,ye.ign.,gthbeoyacrodulgdacmhaensg,eetahseitlhyregsrhaoslpdefodr hthoewtetmopuersaetuSreNianPpu’st dbeovaicredasnadnmdakitesthe
smamrtethcihnagnriecasc,t awnhdenththeeyewnveirreonmmoentitvwataesdhototintrsytetaod orefaccohld.the winning condition even in cases of no
former experience, e.g., to make the town park more attractive for their peers.</p>
      <p>⌅ The exploration stage should make children familiar with smart things (i.e., what they are composed of)
and the design toolkit. Many sca olding examples need to be o ered, which children can tinker with.
The design process should be structured as a game or with game elements so as to motivate
and guide children in design.
4.1.3 Ideation and conceptualisation. During ideation and conceptualisation of smart thing ideas, divergent and
convergent thinking enable children to open up their design process, consider new perspectives and subsequently</p>
    </sec>
    <sec id="sec-4">
      <title>4.2. Story-line</title>
      <p>discard aspects during their attempt to reach a design solution [23]. Ideation and conceptualisation should guide children
accordingly, and tangibly so. For instance, in the research reported in this paper, that was supported by the SNaP toolkit,</p>
      <p>
        In games, story-lines or narratives, when present, help motivate players towards the game goal,
and especially its game boards for rstly ideating as many ideas as possible (divergent thinking) and then re ecting
and immerse them into the game. In the same vein, briefings were used in design with children
on atno icdoematmouconnicceaptetutahliesed(ecsoingvnerggoenatl,thei.ngk.,in[g7)]..TIanngSiNbleaPou–tfcroammeesdwdeeresicghnil,dtrhene’sdbeosiagrdns,goonael pwearschsihlda,rwedhich
convceipatuthaleissetdoarny-idlienaeooffa sSmNaartPt,hwinhgetorecaasrrmyoisnsiino nthcealarsdtsdoesfigSnNstaaPget.urned the goal into objectives for
smart things. For instance, in Summer 2019, th6e story-line started as follows: “we need to help
the Mayor of our town to design a new nature park with smart things for your peers” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. A
mission card for a smart thing by a child was thus “make people interact in the park”.
The story-line or narrative should motivate children and make the design goal tangible (e.g.,
through missions for players to accomplish).
      </p>
    </sec>
    <sec id="sec-5">
      <title>Mechanics and Aesthetics</title>
      <p>In SNaP-framed design, the mechanics and aesthetics of the toolkit helped children navigate
through the design process and contextualise design in the chosen environment, e.g., the
Talvera park of Bolzano represented in Figure 2, right side. The closed rule-bound nature of
games stimulates an awareness of structure and function, and it can transform spontaneous
decisions into more formal understanding. Children, when playing for the second time with
SNaP, were in fact able to remember the game rules and levels which helped them proceed
with design with no help from adults, indicating their understanding of the process.
The game mechanics and aesthetics should be designed so as to offer a familiar rule-bound
structure, which smoothly guides children along design and helps them become aware of its
stages in relation to the given environment.
4.4.</p>
    </sec>
    <sec id="sec-6">
      <title>Player Roles</title>
      <p>
        In SNaP-framed design, roles for players were partly bound by the game mechanics, which
helped make children own their ideas, clarify adults' roles in design, and reflect with others
with specific roles. Without clearly specified roles, adults can greatly influence children's
design activities even without meaning it. The mechanics of the toolkits for supporting design
could thus be used to specify or negotiate the roles of all participants so as to embed them
clearly for all into the design process, as in the case of SNaP-framed design. Adults' roles, in
particular, should be defined according to children's varying requirements and benefits. For
instance, in in-presence workshops with SNaP, adults' role was part of the game rules and
guided seemingly by these, so that scaffolding was gradually decreasing as per children's
learning of design, one of the expected benefits of their participation in design. Their learning
was assessed by triangulating and processing different data, e.g., learning questionnaire data
and the evolution of children’s smart things over time [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>Player roles should be defined in relation to design roles, so as to clarify responsibilities and
tasks in design, e.g., playing the expert of a design heuristics. In particular, the role of adults
should be adapted to the requirements of children and their expected benefits in design, e.g.,
engagement and learning in smart-thing design.
4.5.</p>
    </sec>
    <sec id="sec-7">
      <title>Reflections for and by Children</title>
      <p>Toolkits should have lenses that help children critically reflect on specific aspects of the things
under design, in relation to the environment and technology-related risks. For instance, SNaP
has different reflection lenses, e.g., related to the consistency of the smart thing under design
for the chosen mission or safety-related risks for the environment or people for which/whom
the smart thing is designed. Lenses should come with questions and probes that help children
reflect critically and elaborate on their solutions. Moreover, reflection lenses should adaptable
and embed children’s own reflections in design.</p>
      <p>Tangible and adequate reflection lenses, with questions and probes, should be embedded in
playful toolkits for children, in relation to “things” of the environment and risks technology
can bring therein, besides able to capture children’s own reflections in design.
Authors of this paper acknowledges the contribution of all participant children across three
years of work, besides their parents or teachers. Financial support was granted through the
SNaP, GEKI and EMPATHY projects.</p>
    </sec>
  </body>
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