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Dive into the research topics where Danae Stanton is active.

Publication


Featured researches published by Danae Stanton.


Journal of Computer Assisted Learning | 2004

Savannah: mobile gaming and learning?

Keri Facer; Richard Joiner; Danae Stanton; Josephine Reid; Richard Hull; David S. Kirk

This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of childrens conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.


human factors in computing systems | 2000

Designing storytelling technologies to encouraging collaboration between young children

Steve Benford; Benjamin B. Bederson; Karl-Petter Åkesson; Victor Bayon; Allison Druin; Pär Hansson; Juan Pablo Hourcade; Rob Ingram; Helen Neale; Claire O'Malley; Kristian T. Simsarian; Danae Stanton; Yngve Sundblad; Gustav Taxén

We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves.


interaction design and children | 2004

Ambient wood: designing new forms of digital augmentation for learning outdoors

Yvonne Rogers; Sara Price; Geraldine Fitzpatrick; Rowanne Fleck; Eric Charles Harris; Hilary Smith; Cliff Randell; Henk L. Muller; Claire O'Malley; Danae Stanton; Mark Thompson; Mark J. Weal

Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.


Interacting with Computers | 2003

Using ‘tangibles’ to promote novel forms of playful learning

Sara Price; Yvonne Rogers; Michael Scaife; Danae Stanton; Helen Neale

Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning.


Journal of Computer Assisted Learning | 2004

Savannah: experiential learning through mobile gaming

Keri Facer; Richard Joiner; Danae Stanton; David S. Kirk; Richard Hull

This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of childrens conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.


Disability and Rehabilitation | 1997

Virtual reality, disability and rehabilitation

Paul N. Wilson; Nigel Foreman; Danae Stanton

Virtual reality, or virtual environment computer technology, generates simulated objects and events with which people can interact. Existing and potential applications for this technology in the field of disability and rehabilitation are discussed. The main benefits identified for disabled people are that they can engage in a range of activities in a simulator relatively free from the limitations imposed by their disability, and they can do so in safety. Evidence that the knowledge and skills acquired by disabled individuals in simulated environments can transfer to the real world is presented. In particular, spatial information and life skills learned in a virtual environment have been shown to transfer to the real world. Applications for visually impaired people are discussed, and the potential for medical interventions and the assessment and treatment of neurological damage are considered. Finally some current limitations of the technology, and ethical concerns in relation to disability, are discussed.


human factors in computing systems | 2001

Classroom collaboration in the design of tangible interfaces for storytelling

Danae Stanton; Victor Bayon; Helen Neale; Ahmed Ghali; Steve Benford; Sue Cobb; Rob Ingram; Claire O'Malley; John R. Wilson; Tony P. Pridmore

We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.


ubiquitous computing | 2003

Designing mobile technologies to support co-present collaboration

Helen Cole; Danae Stanton

Mobile technologies offer new opportunities for children’s educational activities in that they can be used across different locations and times. Naturally, some instances of mobile technology use will necessitate, or be enhanced by, the sharing of information. Social interaction is important for sharing ideas, constructing and shaping understanding and fundamental for educational development. However the physical size of mobile technologies presents interesting challenges when designing for collaborative activities. When designing mobile technologies the importance of collaborative tasks has often been overlooked. The replacement of low-tech artefacts with digital devices, for supporting multiple users, can inhibit the shareability of information. We present three projects where mobile technologies have been used as part of a larger mixed reality experience. Novel technologies were used to support children’s collaborative activities in storytelling, an adventure game and during an outdoor field trip. Interaction with mobile devices within each project is reviewed and the authors highlight important considerations for their design and use across multiple contexts.


ubiquitous computing | 2004

The error of our ways: The experience of self-reported position in a location-based game

Steve Benford; Will Seager; Martin Flintham; Rob Anastasi; Duncan Rowland; Jan Humble; Danae Stanton; John Bowers; Nick Tandavanitj; Matt Adams; Ju Row Farr; Amanda Oldroyd; Jon Sutton

We present a study of people’s use of positional information as part of a collaborative location-based game. The game exploits self-reported positioning in which mobile players manually reveal their positions to remote players by manipulating electronic maps. Analysis of players’ movements, position reports and communications, drawing on video data, system logs and player feedback, highlights some of the ways in which humans generate, communicate and interpret position reports. It appears that remote participants are largely untroubled by the relatively high positional error associated with self reports. Our analysis suggests that this may because mobile players declare themselves to be in plausible locations such as at common landmarks, ahead of themselves on their current trajectory (stating their intent) or behind themselves (confirming previously visited locations). These observations raise new requirements for the future development of automated positioning systems and also suggest that self-reported positioning may be a useful fallback when automated systems are unavailable or too unreliable.


designing interactive systems | 2002

Things aren't what they seem to be: innovation through technology inspiration

Yvonne Rogers; Michael Scaife; Eric Charles Harris; Ted Phelps; Sara Price; Hilary Smith; Henk L. Muller; Cliff Randell; Andrew Moss; Ian Taylor; Danae Stanton; Claire O'Malley; Greta Corke; Silvia Gabrielli

How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large multi-disciplinary group of researchers and designers we developed novel and imaginative experiences for children. To crystallise our ideas we designed, implemented and experimented with a mixed reality adventure game, where children had to hunt an elusive, virtual creature called the Snark, in a large interactive environment. We describe our experiences, reflecting on the process of design inspiration in an area where so much remains unknown.

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Helen Neale

University of Nottingham

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Yvonne Rogers

University College London

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