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206                                            Socially Intelligent Agents

                             2.     Our Design Approach: Cooperative Inquiry

                               While many participatory design techniques exist for including adult users
                             into the design process, these same approaches are not always appropriate for
                             children. Cooperative inquiry is a collection of techniques adapted and mod-
                             ified from existing methodologies to suit the special needs of an intergenera-
                             tional design team ([7], [8], [9]). Its three components are: contextual inquiry,
                             participatory design, and technology immersion.
                               Contextual inquiry, based on the work of Beyer and Holtzblatt [2], is a tech-
                             nique for researchers to collect data in the users’ own environments. Rather
                             than a single text-based note-taking method, we suggest adult and child re-
                             searchers each record their observations with different methods. So, adults may
                             record their observations with text, while children draw cartoon-like pictures
                             to describe their observations. (See [7] for specific note-taking techniques.)
                               In our participatory design sessions, we construct low-fidelity prototypes
                             from material such as crayons, cardboard boxes, LEGO blocks, and fabric,
                             because they are easy to use by both adults and children. These constructed
                             artifacts become the bridge for discussions between adults and children.
                               While adults may have access to technologies throughout their workday and
                             at home, the same is less common for children. Therefore, we have found
                             technology immersion to be an important time for children to use technologies
                             as much or as little as they choose.

                             3.     Related Work

                               Researchers over the past few decades, recognizing both children’s innate
                             abilities and the potential afforded by new technologies, began designing new
                             computational devices that encourage self-learning ([21], [23]). Some suc-
                             cessful systems use robots to engage children in the discovery of scientific and
                             mathematical principles (e.g., [12], [16], [21]). More recently, robotic story-
                             tellers have also been explored and developed for children, including, SAGE
                             [26] and Microsoft Actimate Barney [25]. Other robots, such as KISMET
                             [5] and Sony’s AIBO [13], allow researchers to study social contexts such as
                             behaviors and emotions. Our PETS robot conveys emotions in stories by per-
                             forming gestures that elicit sympathetic responses from its audience.
                               While physical interactive environments have traditionally offered enter-
                             tainment (e.g., DisneyQuest), education in the sciences (e.g., [24]), and self-
                             expression (e.g. art museums), researchers have recently begun exploring them
                             as a medium for storytelling. Unlike most systems that are constructed and
                             programmed by technologists for the novice users (e.g., [11], [3]), props and
                             interactions inside StoryRooms [1] are constructed by children for themselves.
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