Magic land: the design and evaluation of an interactive tabletop supporting therapeutic play with children

We consider the role and design of digital technologies in play therapy settings with young children. Through an aggregation of the researcher and practitioner literature, and results of discussions with therapists and counselors, we propose a set of design requirements for digital technologies that support non-directive play within a play therapy context. We explore how to design for these complex requirements through the development and evaluation of Magic Land, a set of four play therapy applications for an interactive tabletop. Based on our experiences we recommend that designers create digital interactive toys, which create opportunities for play that would not normally be possible within the traditional play therapy environment.

[1]  Massimo Zancanaro,et al.  Dimensions of collaboration on a tabletop interface for children with autism spectrum disorder , 2011, CHI.

[2]  Teri Rueb,et al.  Billow: networked hospital playspace for children , 1997, CHI Extended Abstracts.

[3]  Kristina Höök,et al.  The sensual evaluation instrument: developing an affective evaluation tool , 2006, CHI.

[4]  F. Verhulst,et al.  Child and adolescent antecedents of adult mood disorders , 2005, Current opinion in psychiatry.

[5]  Th.C. van Boven,et al.  The United Nations High Commissioner for Human Rights: The History of a Contested Project , 2007, Leiden Journal of International Law.

[6]  Kate Wilson,et al.  Play Therapy: A Non-Directive Approach for Children and Adolescents , 1992 .

[7]  Arthur T. Jersild,et al.  In search of self. , 1952 .

[8]  Antonella De Angeli,et al.  The fantasy table , 2009, IDC.

[9]  Anne Marie Piper,et al.  Supporting medical conversations between deaf and hearing individuals with tabletop displays , 2008, CSCW.

[10]  Xu Sun,et al.  Towards a Structural Model for Intention to Play a Digital Educational Game , 2010, Trans. Edutainment.

[11]  Kenneth H. Rubin,et al.  Free-Play Behaviors in Preschool and Kindergarten Children. , 1978 .

[12]  Xiang Cao,et al.  Telling the whole story: anticipation, inspiration and reputation in a field deployment of TellTable , 2010, CSCW '10.

[13]  Cyndi McNeil Sallman,et al.  Play therapy: an overview and marketing plan , 2007 .

[14]  Marc Langheinrich,et al.  Towards guidelines for designing augmented toy environments , 2008, DIS '08.

[15]  D. Wong,et al.  Pain in children: comparison of assessment scales. , 1988, The Oklahoma nurse.

[16]  Patrick Olivier,et al.  Digital mysteries: designing for learning at the tabletop , 2010, ITS '10.

[17]  Yunde Jia,et al.  EyeScreen: A Gesture Interface for Manipulating On-Screen Objects , 2007, HCI.

[18]  David Coyle,et al.  Design and evaluation guidelines for mental health technologies , 2010, Interact. Comput..

[19]  Paul Marshall,et al.  Beyond one-size-fits-all: how interactive tabletops support collaborative learning , 2011, IDC.

[20]  G. Landreth Play Therapy: The Art of the Relationship , 1991 .

[21]  Pierre Dillenbourg,et al.  Sharing Solutions: Persistence and Grounding in Multimodal Collaborative Problem Solving , 2006 .

[22]  David Coyle,et al.  Clinical evaluations and collaborative design: developing new technologies for mental healthcare interventions , 2009, CHI.

[23]  Janet C. Read,et al.  Bringing tabletop technologies to kindergarten children , 2009 .

[24]  Peter Fonagy Reaching the hard to reach: Evidence based funding priorities for intervention and research , 2004 .

[25]  R. Halfens,et al.  [Pain in children]. , 1994, TVZ : het vakblad voor de verpleging.

[26]  Ann M. Aviles,et al.  Child and Adolescent Social-Emotional Development Within the Context of School. , 2006, Child and adolescent mental health.

[27]  Janet C. Read,et al.  Bringing tabletop technologies to kindergarten children , 2009, BCS HCI.

[28]  Diane Waller,et al.  Art Therapy for Children: How It Leads to Change , 2006, Clinical child psychology and psychiatry.

[29]  Tobias Isenberg,et al.  Supporting sandtray therapy on an interactive tabletop , 2010, CHI.

[30]  Derechos Internacionales y Exteriores Office of the United Nations High Commissioner for Human Rights , 2010 .

[31]  Hilda Lewis Dibs: in search of self , 1966 .

[32]  Panos Markopoulos,et al.  Head Up Games: combining the best of both worlds by merging traditional and digital play , 2010, Personal and Ubiquitous Computing.

[33]  I. Sigel Play, dreams and imitation in childhood. , 1953 .

[34]  Tom Fryers,et al.  Children at risk : Childhood determinants of adult psychiatric disorder , 2007 .

[35]  Sara Ljungblad,et al.  How do you play with a robotic toy animal?: a long-term study of Pleo , 2010, IDC.

[36]  K. Dautenhahn,et al.  Towards interactive robots in autism therapy: background, motivation and challenges , 2004 .