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Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys

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Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys. / Thompson, Sheral; Lochrie, Mark; Fitton, Dan et al.
In: Interacting with Computers, 05.04.2025.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

APA

Thompson, S., Lochrie, M., Fitton, D., & Read, J. C. (2025). Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys. Interacting with Computers. Advance online publication. https://doi.org/10.1093/iwc/iwaf015

Vancouver

Thompson S, Lochrie M, Fitton D, Read JC. Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys. Interacting with Computers. 2025 Apr 5. Epub 2025 Apr 5. doi: 10.1093/iwc/iwaf015

Author

Thompson, Sheral ; Lochrie, Mark ; Fitton, Dan et al. / Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys. In: Interacting with Computers. 2025.

Bibtex

@article{2ac1899c14ea41e6993715b1f3ea9bee,
title = "Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys",
abstract = "The notion of Calm Technology, which can move between our focal and peripheral attention, is a potentially valuable but underexplored concept in relation to smart connected toys. In this paper, we explored two interconnected research questions: (a) How can scaffolding support children in understanding Calm and designing for Calm connected toys? (b) To what extent can children contribute towards the design of novel connected toys that apply Calm Technology Principles? Building on UX practice and research we developed a participatory approach to working with children we call Design School, which gave children knowledge and experience of a design process. Additionally, we created design cards to use within the Design School, which scaffolded the inclusion of Calm technology design principles within children{\textquoteright}s designs. The Design School workshops ran over four days in a U.K. school with 30 children aged 10–11 years, design outputs were analyzed to answer the research questions. From our experiences and analysis, we make four contributions: (a) the success of design cards as a tool to scaffold children in operationalizing unfamiliar design principles, (b) an understanding of how different design activities afforded expression of Calm in design ideas, and (c) the Design School workshop format, which proved effective in enabling children to engage in design activities.",
author = "Sheral Thompson and Mark Lochrie and Dan Fitton and Read, {Janet C.}",
year = "2025",
month = apr,
day = "5",
doi = "10.1093/iwc/iwaf015",
language = "English",
journal = "Interacting with Computers",
issn = "0953-5438",
publisher = "Oxford University Press",

}

RIS

TY - JOUR

T1 - Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys

AU - Thompson, Sheral

AU - Lochrie, Mark

AU - Fitton, Dan

AU - Read, Janet C.

PY - 2025/4/5

Y1 - 2025/4/5

N2 - The notion of Calm Technology, which can move between our focal and peripheral attention, is a potentially valuable but underexplored concept in relation to smart connected toys. In this paper, we explored two interconnected research questions: (a) How can scaffolding support children in understanding Calm and designing for Calm connected toys? (b) To what extent can children contribute towards the design of novel connected toys that apply Calm Technology Principles? Building on UX practice and research we developed a participatory approach to working with children we call Design School, which gave children knowledge and experience of a design process. Additionally, we created design cards to use within the Design School, which scaffolded the inclusion of Calm technology design principles within children’s designs. The Design School workshops ran over four days in a U.K. school with 30 children aged 10–11 years, design outputs were analyzed to answer the research questions. From our experiences and analysis, we make four contributions: (a) the success of design cards as a tool to scaffold children in operationalizing unfamiliar design principles, (b) an understanding of how different design activities afforded expression of Calm in design ideas, and (c) the Design School workshop format, which proved effective in enabling children to engage in design activities.

AB - The notion of Calm Technology, which can move between our focal and peripheral attention, is a potentially valuable but underexplored concept in relation to smart connected toys. In this paper, we explored two interconnected research questions: (a) How can scaffolding support children in understanding Calm and designing for Calm connected toys? (b) To what extent can children contribute towards the design of novel connected toys that apply Calm Technology Principles? Building on UX practice and research we developed a participatory approach to working with children we call Design School, which gave children knowledge and experience of a design process. Additionally, we created design cards to use within the Design School, which scaffolded the inclusion of Calm technology design principles within children’s designs. The Design School workshops ran over four days in a U.K. school with 30 children aged 10–11 years, design outputs were analyzed to answer the research questions. From our experiences and analysis, we make four contributions: (a) the success of design cards as a tool to scaffold children in operationalizing unfamiliar design principles, (b) an understanding of how different design activities afforded expression of Calm in design ideas, and (c) the Design School workshop format, which proved effective in enabling children to engage in design activities.

U2 - 10.1093/iwc/iwaf015

DO - 10.1093/iwc/iwaf015

M3 - Journal article

JO - Interacting with Computers

JF - Interacting with Computers

SN - 0953-5438

ER -