=Paper= {{Paper |id=Vol-2901/short6 |storemode=property |title=A Toolkit and Lessons for Designing Smart Things with Children for Outdoor Environments |pdfUrl=https://ceur-ws.org/Vol-2901/short6.pdf |volume=Vol-2901 |authors=Rosella Gennari,Maristella Matera,Alessandra Melonio,Mehdi Rizvi,Efthychia Roumelioti |dblpUrl=https://dblp.org/rec/conf/chitaly/GennariMMRR21 }} ==A Toolkit and Lessons for Designing Smart Things with Children for Outdoor Environments == https://ceur-ws.org/Vol-2901/short6.pdf
A Toolkit and Lessons for Designing Smart Things with Children
for Outdoor Environments*
Rosella Gennaria, Maristella Materab, Alessandra Melonioa, Mehdi Rizvib, and Eftychia
Roumeliotia
a
     Free University of Bozen-Bolzano, Piazza Domenicani 3, 39100 Bolzano, Italy
b
     Politecnico di Milano, via Ponzio 34/5, 20133 Milan, Italy



Abstract
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.
Keywords
Children, design, smart thing, nature, outdoors, action research

1. Introduction

The role of children in design has been explored extensively in the Child-Computer Interaction and
related communities. In the participatory design tradition, researchers or practitioners team up with
children so as to support the ideation of novel design solutions and, lately, to reflect while ideating so
as to foster critical skills in children’s approach to technology. In the making tradition, children are
invited to program and prototype solutions, and tinker with different sorts of material, in an informal
learning context. In both traditions, children’s benefits should be considered in the design process.

However, in order to ensure that children’s benefits are considered in the entire design process, from
ideation to programming and prototyping, design needs to be framed within an encompassing research
approach, which plans for and assesses such benefits. Authors of this manuscript chose to frame design
with children with action-research [1]. Specifically, this paper stems from the analysis of an action
research experience, longer than three years, with 70 children, 41% females and 59% males, aged 8–16
years old, and across different towns in Italy and Greece, e.g., [3,4,6]. See the table below.

Along years, children were challenged to design smart things, mainly for outdoor-nature parks, e.g., a
smart tree which invites park visitors to listen to its story. The SNaP design toolkit was purposefully
developed and evolved, so as to support children’s gameful design of smart things, according to the
chosen environment. Notice that, whereas playful design aims at affording so-called “paidic qualities”,
characteristic for unstructured play, gameful design aims at embedding “ludic qualities or gamefulness
(the experiential qualities characteristic for gameplay)” in design [2].



Proceedings of the NatureHCI 2021 workshop, co-located with the CHItaly 2021 conference, July 12, 2021, Bolzano, Italy.
EMAIL: gennari@inf.unibz.it (A. 1); maristella.matera@polimi.it (A. 2); alessandra.melonio@unibz.it (A. 3); syedmehdi.rizvi@polimi.it
(A. 4); eftychia.roumelioti@stud-inf.unibz.it (A. 5)
ORCID: 0000-0003-0063-0996 (A. 1); 0000-0003-0552-8624 (A. 2); 0000-0001-6655-1946 (A. 3); 0000-0001-8386-5779 (A. 4); 0000-
0003-3293-4521 (A. 5)
                               © 2021 Copyright for this paper by its authors.
                               Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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               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.

               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 technology-
               enhanced nature environments.

                 When                         How                           Where                         Participants
                 Summer and            Autumn In presence                   Athens, Milan, Bolzano        12 (8F, 4M)
                 2018
                 Summer 2019                        In presence             Bolzano                       27 (10F, 17M)
                 Autumn 2019                        In presence             Bolzano                       4 (1F, 3M)
                 Summer 2020                        At a distance, in       Ioannina, Milan, Bolzano      7 (3F, 4M)
                                                    presence
                 Winter 2020                        At a distance        Salerno                          20 (7F, 13M)
                                                                        Total n. of participant children: 70 (29F, 41M)
      FabLearn Europe / MakeEd 2021, June 02–03, 2021, Virtual Conference                                                 First Author, et al.


157      The initial reference
              2. Design        framework for structuring the design process in workshops with children was the one by Smith
                             Model
158
      et al. [2015a]. This was adapted to the requirements for smart thing design with children across the COVID-19 pandemic
159
                A reference
      and actions,             modeltangibles
                     as interactive   for structuring
                                              evolved the  design
                                                       in the workprocess
                                                                   by Rizviinetworkshops     with children is by Smith
                                                                                al. [17, 18, 36].
160
                et al. [7]. This was adapted to the requirements for smart-thing design with children along three
161
162
163
164
165
166
167
168
169
               years of action research.
                                 Figure 1. The design model
                                                      Fig. 1. The smart thing design framework
170
171            In the resulting model, smart-thing design starts with the exploration of smart things, so as to
172      In thefamiliarise
                resulting framework,  smart
                            children with thething design
                                              design      starts with
                                                      language        the exploration
                                                                 and what             of smart
                                                                           smart things        things,
                                                                                         are made      so as todevices
                                                                                                   of—input    familiarise children
173   with thewith
               design  language
                     certain       and whatoutput
                               properties,     smart devices
                                                      things are  made
                                                               with      of—input
                                                                      other         devices
                                                                             properties,    with
                                                                                          and     certain
                                                                                               things  of properties,
                                                                                                           the chosenoutput
                                                                                                                        naturedevices with
174           environment,      e.g., trees
      other properties,  and things    of anorenvironment.
                                                benches. It steps   through
                                                              It steps        thetheir
                                                                        through   ideation  of smart
                                                                                       ideation, when things,  when
                                                                                                         di�erent    different
                                                                                                                   ideas are brainstormed
175           ideas are brainstormed over, and conceptualisation, when children converge on an idea and
176
      over, and conceptualisation, when children converge on an idea. It moves then children into the programming and
              play it out. It moves then children into the programming and prototyping of their ideas of smart
177   prototyping  of for
              things   theirthe
                              ideas  of smart
                                chosen          things. AllAll
                                          environment.      stages
                                                               stagesareare
                                                                         intertwined
                                                                            intertwinedwith  multiple
                                                                                          with         re�ection
                                                                                                multiple          stimuli,
                                                                                                           reflection      from peers and
                                                                                                                      stimuli,
178   experts alike.
              from See
                     peersFigure   1. All stages
                             and experts    alike.areSee
                                                      made   “tangible”
                                                         Figure   1. All and   connected
                                                                          stages  are madeby “tangible”
                                                                                              means of the   toolkit,
                                                                                                           and        explained
                                                                                                                connected   by next.
179           means of the toolkit, explained next.
180
      3.2 A Toolkit for Smart Thing Design
181
               3. The SNaP Design Toolkit
182   The framework itself is centred around a gami�ed toolkit for designing smart things with children, namely SNaP,
183   which evolved  with toolkits
             Generative    the framework
                                   are veryalong
                                             oftenaction-research
                                                   used in designcycles. Figure
                                                                   processes to 2facilitate
                                                                                   recaps all
                                                                                            thethe main actions
                                                                                                 ideation       and the main
                                                                                                          stage of
184
      components  of the toolkits
             smart-thing  design,which  were
                                   whereas    used in the actions.
                                            programming    and prototyping toolkits are employed in the related
185
             stages of smart-thing design. These tools can serve as a common “design language” for
186
             designers, researchers and users in the design process. Game cards, in particular, have been
187
188
189
190
191
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.
        ⌅ Hybrid design should promote collaborations (e.g., asynchronous), taking care of ethical considerations, and
        include children across frontiers.
              used to engage non-experts in a wide range of design processes, acting as sources of inspiration
5 GUIDELINES FOR SMART-THING DESIGN TOOLKITS
              and a tangible, play design material, e.g., [3,4].
5.1 Toolkits  Game
                 withcards      can be of
                       Components          used  to motivate
                                             Smart     Things participants towards the design goal and help them
              understand its context. Examples are scenario and mission cards of Tiles [5]. 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 cards,
              withwhich    represent
                     children,     e.g.,what
                                          the people
                                               work can by do   with et
                                                            Smith     input
                                                                         al.,and   output
                                                                                e.g.,  theydevices     of smart things,
                                                                                              used briefing               such as
                                                                                                                  statements     to human
                                                                                                                                     start
actions (e.g.,immersing
               touch) and receiving
                              childrenfeedback     (e.g., sound)
                                          in a scenario      [7]. [31].
                                                                   SNaP Similarly,   the IoT Design
                                                                            also employed               Deckbriefing
                                                                                                  similar     includes statements
                                                                                                                        input and output
                                                                                                                                       for
cards oriented to a perception and action mechanism, for helping non-experts design the behavior of smart devices for
              immersing       children   in a  context,    as  well  as  motivation     cards   in   the  form   of mission    cards   [10].
              giving  the    design  goals;   by playing     these   cards,  each   player   chooses     her  or his own
The IoT Service Kit contains cards for sensors and interactions to represent functionalities of input and output devices    mission    for
              the smart things under design. Cards for smart things also tend to have so-called technology
in an abstract way [6]. 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 ofphysical
                smart lighting
                          devices.solutions
                                      Cards[9].  Generic
                                              need          input
                                                      also to       and output
                                                                represent    the cards,
                                                                                  thingssuch   as made
                                                                                           to be    the above   ones,
                                                                                                            smart,    have
                                                                                                                    and  thusthethey
                                                                                                                                  potential
                                                                                                                                      are
advantage ofhighly
                being usable   for ideating  di�erent    smart  things.  However,     they can  be   di�cult  to
                      context dependent. In the work reported in this paper, they were related to park elements, match   with  technology
for programming
              such smart     things,or
                    as benches       and   engage
                                        trees.      non-experts
                                               Examples            in this.
                                                              of such   decks of cards are in Figure 2, left side.
   Cards for Cards    areinpart
              children,           of a board
                             particular, need togame,
                                                  be havephysical    or digital,
                                                            more concrete          which guides
                                                                              representations    thanchildren
                                                                                                        cards for(1) to explore
                                                                                                                  adults            cards
                                                                                                                         if their aim  is to
              and  hence     components      of smart    things,   (2) to brainstorm      and  ideate    with  cards,
engage children in the programming and prototyping parts. For example, Know-Cards include input and output cards
                                                                                                                        (3)  and  finally
              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 inputs   andinteract
              people    outputs forwithspeci�c
                                          natureprogramming
                                                  elements?”.platforms,
                                                                    See Figure such2 as
                                                                                      forMaker   andlevel
                                                                                          the first    Scratch
                                                                                                             of cards  [38, 40].
                                                                                                                 the board       However,
                                                                                                                              game,    for
these cards do   not support
              exploring         children
                            thing  cards in  thetechnology
                                           and   ideation part,    and and
                                                                 cards  they for
                                                                               are starting
                                                                                   strictly related   to a very
                                                                                             the ideation     of speci�c  technology.
                                                                                                                  smart things.




              Figure 2: Examples of cards (left), and the first level of the ideation tool of SNaP, which contextualises
Fig. 5. Smart this
              thingdesign stageand
                    components  in aboard
                                     nature
                                          forenvironment  familiar
                                             the environment relatedto
                                                                     to participating children
                                                                        a nature outdoors       (right)
                                                                                          park, part of the SNaP toolkit used in
Summer 2019
            Besides tools for ideating, the SNaP toolkit also supports the transition of ideas into interactive
   Therefore,prototypes  of smart
              design toolkits       things.children
                              for engaging  In the research
                                                    across an reported  in this
                                                              entire design     paper,
                                                                            process    the come
                                                                                    should digital version
                                                                                                with       of SNaP
                                                                                                     technology cards
            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.
      FabLearn Europe / MakeEd 2021, June 02–03, 2021, Virtual Conference                                          First Author, et al.


261   programming environment of children’s choice, e.g., with visual blocks of Makecode. The following guideline is thus
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
          Figure 3: The latest version of the SNaP toolkit, digital, which automatically generates programs for
277
          children’s ideas in Fig.the         Makecode design
                                       3. An encompassing  block-based        programming
                                                               process, centred around SNaP environment: see
278
279
          snap.inf.unibz.it/play.php
280
      derived, whereas guidelines for each single stage are discussed separately below.
281
282       4. ⌅Lessons
               Design withand   Conclusions
                          children should encompass diverse design stages, centred around a design toolkit: (1) exploration
283
              and familiarisation with smart thing design; (2) ideation and conceptualisation of smart thing ideas; (3)
284
285
           Along    three years
              programming         of research,
                            and prototyping        children
                                              of smart        used the SNaP toolkit. Across all years, data were
                                                       thing ideas.
286
           uniformly gathered and classified, e.g., in relation to children's usages of SNaP. Data were
287   4.1.2lately  processed
              Exploration      with a contentThe
                          and familiarisation.    analysis  and reflected
                                                    design process  suggestedover so as researchers,
                                                                              by several to extract guidelines    foretsmart-
                                                                                                     such as Iversen    al. [2017],
288        thing  toolkits for  children.   The   main  lessons   are  extracted  and  elaborated   in the remaining
      does not always involve a structured exploration stage. It is important, however, that the process is structured    part so
      thatofchildren
              this paper.
289
                      become familiar with the components of the things under design before they move on to the next
290
291   design stages [49]. In smart thing design with SNaP, the exploration and familiarisation stage was structured by
292
          4.1.       Gameful Design
      the SNaP toolkit, as follows. The exploration stage employed SNaP cards for input and output devices, and it asked
293   children to play and match them with devices for programming and prototyping, e.g., via quizzes. Last but not least,
294      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
295      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
296      children a fun and not-intimidating way to explore the design process. Children, being in
297   programming    environment
         general familiar    with[30], e.g., they
                                    playing       could
                                               board    changeeasily
                                                      games,    the threshold
                                                                       graspedfor how
                                                                                  the temperature  input device
                                                                                        to use SNaP’s    boardsandand
                                                                                                                   makeits the
298   smart thing react and
         mechanics,     whenthey
                              the environment   was hot
                                   were motivated     to instead
                                                          try to of cold.the winning condition even in cases of no
                                                                 reach
299
300
         former    experience, e.g., to make the town park more attractive for their peers.
             ⌅ The exploration stage should make children familiar with smart things (i.e., what they are composed of)
301
              and the design toolkit. Many sca�olding examples need to be o�ered, which children can tinker with.
302       The design process should be structured as a game or with game elements so as to motivate
303       and guide children in design.
      4.1.3 Ideation and conceptualisation. During ideation and conceptualisation of smart thing ideas, divergent and
304
      convergent thinking enable children to open up their design process, consider new perspectives and subsequently
305
          4.2.       Story-line
      discard aspects during their attempt to reach a design solution [23]. Ideation and conceptualisation should guide children
306
307   accordingly, and tangibly so. For instance, in the research reported in this paper, that was supported by the SNaP toolkit,
308      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
309      and immerse them into the game. In the same vein, briefings were used in design with children
310
      on an
         to idea to conceptualise
            communicate             (convergent
                             the design    goal,thinking).
                                                 e.g., [7].Tangible  outcomes were
                                                            In SNaP–framed            children’s
                                                                                 design,         boards,goal
                                                                                           the design    one per
                                                                                                             waschild,
                                                                                                                 sharedwhich
311   conceptualised an idea ofofa smart
         via the story-line        SNaP,thing to carry
                                           whereas     on in thecards
                                                     mission     last design stage.turned the goal into objectives for
                                                                       of SNaP
312      smart things. For instance, in Summer 2019, the story-line started as follows: “we need to help
                                                                 6
         the Mayor of our town to design a new nature park with smart things for your peers” [4]. 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).
4.3.   Mechanics and Aesthetics

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.   Player Roles

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 [4].

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.   Reflections for and by Children

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.

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.
Acknowledgements

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.

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