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Is It Easier to Hop or Walk? Development Issues in Interface Design

Bibliographic Data

ID15216196
AuthorsErik F Strommen, Erik Strommen (Sesame Workshop, corresponding author)
Year1993
Volume8
Issue4
Pages337-352
Publication date1993-12-01
Open AccessNo
TypeARTICLE
VenueHuman-Computer Interaction (JOURNAL)
Journal identifiersISSN: 0737-0024 • E-ISSN: 1532-7051
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1207/s15327051hci0804_2
OpenAlexW1986667510
LanguageEN
Citations received1
References cited5

Thirty-six 3-year-old children used a Nintendo controller to play a simple video game that required the child to capture both moving and stationary onscreen targets by positioning a Sesame Street character under them, then making the character jump to capture them. Two different forms of character movement were tested: moving in discrete steps ("hopping") and moving in a smooth, continuous motion ("walking"). Targets were the same for both movement types. Results indicated that, although there was no difference between movement types in number of targets successfully captured, continuous movement was significantly more challenging for children, both when positioning the cursor and when trying to capture targets. Results are discussed with reference to possible cognitive factors governing children's game performance, and implications for the design of interactive materials for preschoolers are considered

Character (mathematics · Cursor (databases · Human–computer interaction · Interface (matter · Jump · Motion (physics · Motion Capture · Movement (music · Simulation · Child Development and Digital Technology · Computer Science · Innovative Human-Technology Interaction · Mathematics · Usability and User Interface Design · Artificial Intelligence

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Citations per year0.03
Citation span1996 - 1996 (1)
Highly citedNo

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