Your SlideShare is downloading. ×
Higly Engaging e-Book Experiences
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Higly Engaging e-Book Experiences


Published on

Published in: Technology

1 Like
  • Be the first to comment

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide


  • 1. HEBE: Highly Engaginge-Book Experiences
    Monica Landoni - Luca Colombo -
  • 2. HEBE Outline
    What: Novel interfaces for playing, interacting and reading e-books for children
    How: By building a collaborative/participatory design environment
    Why: There are lot of generic e-readers no one specific for children. Native digital?
    Where: Libraries, nurseries, schools, homes (?)
    Who: Children of three different age groups: 3-5, 6-9, 10-12. Other stakeholders like parents, teachers and book experts.
  • 3. Background
    Findings of a series of users studies (e.g. Wilson et al, 2003; Landoni et al, 2001; Malama et al, 2005; Landoni and Hanlon, 2004)on how adults interact with e-books in different scenarios of use (including education and entertainment)
    HEBE will explore how children can be involved into the design and evaluation of novel, engaging, intuitive interfaces.
  • 4. Children as Special Users
  • 5. Aim and Purpose
    Make the reading experience more attractive to younger audience
    Involve children in exploring different type of technology, hardware and software, in order to produce more engaging, usable and fun e-book interfaces for them.
  • 6. Hypothesis
    … in order to make e-reading a fun experience for children, new innovative interfaces are needed and children have to take an active role in their design.
  • 7. Research Questions
    Can e-books for children add extra value to the reading experience?
    Are e-book models developed for adults still valid for children books or should these be expanded or even completely reconsidered to take into consideration specific children needs?
    Are new design approaches needed in order to make children e-books fun and usable?
    How children of different ages interact with e-books?
    Do different ages need different e-book models?
    What are the main activities related to reading, children would perform on e-books and how can these be better supported?
    How can children be effectively involved in the design of children e-books?
    How can children be effectively involved in the evaluation of children e-books?
  • 8. Children Books
    Attractive and let children explore them in different ways.
    Engaging pop-ups, opening flaps, scanimations, etc…
    Reading as part of the experience of interacting with a book, unique and personal to each child.
    As young children are supervised in their experience by adults it turns into a social moment.
  • 9.
  • 10. Books Beyond the Content
    Objects (containers) as well as content. Appearance and presentation as important as content.
    Ways into an imaginary world where children, even before being able to read, freely interact with them in all sort of creative way.
    Building block! Pages can turn into puzzles, maps and circuits, covers into crowns, frames and cut-out dolls
    Boundaries between children books and games are very fuzzy.
  • 11. Children: Reading and Technology
  • 12. The International Children's Digital Library, (ICDL),
    declared goal "... to excite and inspire the world's children to become members of the global community” see:
  • 13. ICDL iPhone Screen Shot
  • 14. ICDL iPad Screenshot
  • 15. Leap Frog: Tag Reading System
  • 16. vtech: Storio
  • 17. Nintendo DS: Flips
  • 18. Inside Flips
  • 19. Wall-Book:
  • 20. Paper vs Electronic Books
    Paper has often been accused of being passive, static and a real limitation to authors’ and readers’ creativity.
    Paper books for children are great examples of the contrary.
    Designing interactive e-books for children in competition with paper is a big challenge.
  • 21. Technology and Reading
    Tangible, ubiquitous, wearable devices that together with an environment supporting multimedia can make interacting with a book a really multi-sensory immersive experience.
    We will explore a number of platforms and devices and exploit their potential as book support.
  • 22. E-readers
  • 23. Smart Tables
  • 24. Smart Boards
  • 25. Smart Phones
  • 26. Encouraging Reading
    • Local and international initiatives to engage children in reading.
    • 27. Libraries, teachers, parents: all stakeholders.
    • 28. In Ticino and Italy: Born to read (Nati per leggere).
  • And Now?
    We are organizing a series of user studies involving children in different relevant settings
    Different e-readers
    A bookshelf of titles of real interest to children
    In paper and electronic format
    Building a Bookshelf for children is a little project per se, partially sponsored by Microsoft Research, Cambridge.