



(1) Knowledge Systems Laboratory
Stanford University
701 Welch Road, Bldg. C
Palo Alto, CA 94306
Tel: 1-415-323-2531
piernot@ksl.stanford.edu
(2) Section on Medical Informatics
Stanford University School of Medicine
MSOB X-215
Stanford, CA 94305-5479
Tel: 1-415-725-3398
felciano@camis.stanford.edu
+visiting from LIAP-5, Université René Descartes, Paris, France.
Abstract
As part of the 1994 Apple Interface Design Competition, we designed and
prototyped the PenPal, a portable communications device for children aged four to six. The
PenPal enables children to learn by creating images and sending them across the Internet to a
real audience of friends, classmates, and
teachers. A built-in camera and microphone allow children to take pictures and add sounds or voice
annotations. The pictures can be modified by plugging in different
tools and sent through the Internet using the PenPal Dock. The limited symbolic reasoning and planning
abilities, short attention span, and pre-
literacy of children in this age range were taken
into account in the PenPal design. The central design philosophy and main
contribution of the project was to create a single interface based on continuity of action between
hardware and software elements. The physical interface flows smoothly into the software
interface, with a fuzzy boundary between the two. We discuss the design process and usability
tests that went into designing the PenPal, and the insights that we gained from the project.
Keywords
Hardware and software integration, user-centered design for children, Internet and multimedia
application, educational application, portable computing.Introduction
In January 1994, Apple Computer organized the Third Interface Design Competition. The theme
was to design a portable device that uses the Internet to foster learning,
using technology that would be
commonly available within 2-3 years [1]. Competing teams had to
submit a documented
interface design, including prototypes of the main aspects of the
interface and video footage of user studies. Eleven schools from around the world were
invited to participate in the competition. At Stanford University, the competition was
integrated into an interdisciplinary course on Human-Computer Interaction and Product
Design taught by Terry Winograd, David
Kelly, and Brad Hartfield. The authors designed the PenPal (Figure 1), a visual
communications device to introduce
children between the ages of four and six to creating digital media and
exchanging it across the Internet. The PenPal project won an award for "Best
Hardware/Software Integration and User Involvement" and an award for "Best
Presentation".
FIGURE 1. The PenPal.
We decided to design for children of kindergarten and preschool age because their special needs and interests are not addressed in today's typical software and hardware solutions. In particular, we wanted to let children interact with other children at distant locations without requiring adult assistance. The communication capabilities of computers could help children contact and collaborate with other children around the world. To address the special needs of this user group, we developed two central principles that are present throughout the design. These principles were to (a) use physical interactions to take advantage of childrens' affinity for tactile manipulations, and (b) blur the boundaries between hardware and software to provide a single fluid interface.
The PenPal meets the thematic requirements of the competition because:
Because functionality is tied to physical actions and objects, the features of the PenPal are always visible and available to the user. The focus on physical interactions allows us to use direct manipulation to the greatest extent possible in order to get what we call WYTIWYG ("What You Touch Is What You Get"). We believe physical modes and actions afford more natural mappings for our users, and therefore lead to a more intuitive user-interface.
Images on the screen are not iconic or abstract in character, but instead are realistic representations of real-world objects. By tightly coupling on-screen images and interactions with physical actions, we hope to reduce the semantic and articulatory distance required for the child to understand the meaning and use of the image [7].
The rest of the course was broken down into user observation and scenario generation, hardware and software prototyping, and usability testing. Oral design critiques were performed every two weeks. The user-centered design cycle iterated through several prototypes and usability tests (12 boys and girls between the ages of two and a half and six years old) [5]. The process was supported by market observations, expert interviews (parents, teachers, education experts), user interviews, and visits to schools and toy stores. Because we were unable to build a fully integrated prototype, each test involved a hardware and a software phase.
We built two series of prototypes in parallel. The first series of prototypes explored the appearance, ergonomics and function of the physical unit. We generated several life-sized prototypes using materials from clay and cardboard, to laser-cut acrylic (Figure 2), and conducted usability tests to determine which form-factors worked best for our users.
FIGURE 2. Previous hardware prototypes.
The second series of prototypes helped us develop the interactive aspects of the PenPal. In order to understand the important issues in merging physical and screen interfaces, we conducted a Wizard of Oz experiment with software prototypes developed in Macromedia Director. To model the physical interactions, we taped a touch-screen onto a computer monitor and taped a large-scale cardboard mock-up of the PenPal on top of the touch-screen (Figure 3) [3]. The cardboard mock-up included the main hardware features of the PenPal: two tool slots, and a coaching button at the top of the screen. The software was controlled through a combination of behind-the-scenes manipulation by a project member and of direct user interaction with the touch-screen.
FIGURE 3. Setting for the software user tests.
Our final hardware design features a landscape- oriented color liquid-crystal display (LCD) touch-screen, about 3 inches by 5 inches in size. The screen is embedded in a slim frame with two barrel-shaped grips. On either side of the screen are slots for plug-in tools or credit-card-sized MessageCards (Figure 4). A camera is embedded at the top of the left grip, and a microphone and speaker in at the top of the right grip. A single button is positioned at the top of the screen, and brings up the PenPal's prompting and coaching feature. The back of the unit holds the battery storage area, clips for a shoulder strap, and various contacts for connection to the Dock.
FIGURE 4. PenPal, MessageCard and PaintSet tool.
When lying on a flat surface, the PenPal is tapered towards the user so that the screen slopes slightly upward to face the user for more ergonomic usage. We added this taper after users repeatedly placed one of our clay prototypes in a portrait orientation rather than the intended landscape orientation, because the left side of the prototype was higher than the right side. Users placed the prototype sloping toward them rather than toward the right, even though this orientation made controls and tools asymmetrical. This challenged our assumption about the best orientation for the PenPal; we did not have enough time to perform additional tests to determine which orientation our users preferred.
FIGURE 5. Memory coin.
However, feedback from teachers, parents, and other students in the course led us to believe that users would have difficulty thinking about coins or marbles as items that could be sent to someone, so we settled for the concept of a postcard. In the final design, camera images or drawings are stored on MessageCards, credit-card-sized cards that have six LCD fields on one side and an addressing area on the other (Figure 6). The LCD fields are magnetized to indicate how full the card is.
FIGURE 6. MessageCards.
FIGURE 7. The PenPal Dock.
The screen frames occasionally intrude upon the screen area. For example, the Jungle screen frame has a few trees and bushes that overlap from the frame onto the screen area; this again blurs the hardware-software separation. Although we did not prototype this idea, we envision that screen frames could have software elements as well: the jungle scene, for example, could change the animated coaching character to a monkey or parrot.
FIGURE 8. Screen frames.
Inserting a MessageCard into a PenPal slot slides an on-screen image of the card into view next to the slot. This virtual MessageCard shows a reduced-size version ("thumbnail") of each image on the card; tapping on one of these images zooms it to full size and plays any sounds associated with the image (Figure 9). Because of the speed limitations of our testing setup (touch-screen and Director prototype), users often tapped repeatedly until the image zoomed to full size. We are convinced that with a better implementation, the system will react quickly so that users will understand that a single tap is sufficient.
FIGURE 9. Browsing the contents of a MessageCard.
FIGURE 10. Addressing a MessageCard.
In our initial design, touching a face moved it directly to the addressing area. Users commented that it behaved differently than the data side of the MessageCard, where touching on images zoomed them to full size. In the final design, touching a face in the Address Book zooms it to full size, then zooms it back down into the addressing area. Once we added this animation, users seemed to feel more comfortable with the interface: they recognized pictures of their friends, and understood that they could now send the MessageCard to these friends.
While children can use drawing programs like KidPix [2], desktop computer operating systems are not designed for children. In the PenPal, the physical aspects of a plug-in tool govern its usage. For example, plugging in the PaintSet tool (Figure 11) switches the software into paint mode: a voice confirms the new functionality (e.g., "This is the PaintSet! Touch the screen to draw on it!")."Dipping a finger" into one of the colored patches on the PaintSet switches colors, while the PenPal pronounces the name of the new color. Users can draw with the PenPal as if finger-painting.
FIGURE 11. PaintSet and MessageCards.
FIGURE 12. PenPal tool slot.
We ran into some difficulties when we tried prototyping different MessageCard sizes and PenPal slot designs at the same time. As a result, some cards simply would not fit into the slots. Users might have noticed the slots but not tried to insert the cards because the card they happened to be holding was clearly too large to fit into that prototype. Once we settled on a fixed size card and slot, users were able to perform the action repeatedly without trouble.
FIGURE 13. Camera lever.
As soon as the lever is turned, the display becomes a live viewfinder, revealing what the camera lens is pointing at. Pressing the shutter button takes a picture and freezes it on the screen. This is similar to taking a conventional photograph, but the result is immediately available for the user to work with (e.g. plug in the paint tool and start drawing on the picture).
For self-portraits, the camera lever can be rotated 180deg. so that the lens faces the user; in this case, pressing the snapshot button starts a 10-second, audible countdown instead of taking the picture right away. A similar mechanism controls the microphone on the right side: after the lever is pushed to start recording, it slowly rotates back into place like a kitchen timer to indicate the amount of recording time left.
An earlier design placed the camera on a pivoting arm; lowering the arm would activate the camera. We discarded this idea after users pointed out that it seemed quite fragile. However, their reactions were probably biased by the fragility of our hardware prototype: several users accidentally pulled the arm off the unit while trying to rotate it, after which they handled all interactions with the unit with an exaggerated delicacy. Our final prototype was much sturdier and the camera lever fit more snugly into the unit, making it harder to remove accidentally.
FIGURE 14. Animated character.
INSIGHTS
Constrained Design Space
We ascribe our accomplishments primarily to the course requirements, and the
constrained design space imposed by both our user group and the prerequisites of the competition. The
course curriculum focused on a by-the-book, user-centered
design methodology, and forced us to explicitly articulate our design for bi-weekly presentations
to a group of peers and faculty for criticism. Selecting a well-focused user group permitted an in-
depth understanding of users' needs, abilities, and daily lives. As the computing industry moves
towards special purpose devices that perform a narrower range of tasks than the typical desktop
computer, designing for such narrowly-defined user groups will be an increasingly common goal.
Designing for Children
Usability testing. Performing usability studies with children required
tailoring conventional testing methods [4]. Adult users are often asked to
evaluate features
by rating them according to a scale. Some of our users found
this difficult, so we experimented with simple, directed questions or task statements that attempted
to extract useful feedback without influencing users' responses. For example, when testing our early
designs for the tool slots, we found that questions that required even simple hypothetical thinking on
the part of the user were less useful than simple task assignements. Thus, we told users to "Put this
card into the PenPal" instead of asking them "Where would you insert this card in the PenPal?" The
most useful tests were brief and straightforward, and involved intriguing tasks to keep users
interested.
Children had difficulty with explicit "thinking aloud" techniques, and we sometimes struggled to understand the verbal feedback they gave during post-test interviews, due either to their inability to articulate their thoughts, or our inability to understand them. They were also more likely to verbalize positive reactions than negative ones, and the tendency to seek approval from the tester that is often seen in adult usability tests appeared exaggerated in our young users. Therefore, we relied more on user observation than on interviews to find flaws in our design; often the most valuable information came from interpreting users' facial expressions and spontaneous reactions. We found it vital to have at least two cameras running at all times: one videotaping the user's face, the other taping the interaction with the user interface, typically over the user's shoulder.
Customization. The customization and "personalization" of the PenPal turned out to be a very important factor in making it appealing to our user group. Our users loved the animated start-up sequence, the address book filled with familiar faces of friends, and the colorful screen frames. The success of colorful mouse pads and animated screen-saver software for desktop computers would suggest that this kind of customization appeals to adults as well, yet it is rarely integrated into the basic design of the computer.
While other interface systems use graphical feedback about physical actions (e.g. a floppy disk icon appearing on the Macintosh desktop after a disk is inserted into the drive), the PenPal provides a "continous representation of the object of interest", which requires less cognitive interpretation on the part of the user [7]. The spatial and temporal continuity of this parallelism results in physical modes and actions that appeared to be more natural for our users than software-only manipulations.
References
1. Apple Computer, design competition brief,
1994:
<http://www-
pcd.stanford.edu/hci/apple.txt>
2. Brøderbund Software, KidPix User Manual, 1991.
8. KidLink Home Page:
<http://kidlink.ccit.duq.edu:70/0/kidlink-general.html>