Professional Documents
Culture Documents
INTRODUCTION
Abstract
Nowadays exists a wide range of educational The actual educational tools are wining the battle
tools such as encyclopedias and interactive me- against the traditional ways of teaching because it is
dia. Had a major impact on the learning pro- way more dynamic and entertainment than stay and
cess of the kids. But most of these tools aren’t listen a professor 4 hours nonstop. Behind all of this
avaible for all kind of people due economic educational tools or a computer general interface are
factors or the tool aims for another cultural techniques of new and raising discipline called human
group. In Mexico the education has become a computer interaction or HCI and adding an user center
social problem according to the INEGI[1] 53% of design deliver a powerful new ways of interaction
a population in range between 14 to 18 years that’s why we base our develop in this two disciplines.
old do not assist to school anymore due eco- The development process was for about 4 months we
nomic problem or lack of preparation on their dived the process in four of steps:
early years at elementary school. Knowing this
we develop an education tool to help Mayan • Choosing he project
communities in Mexico especially children • Requirements
through didactics games which can help them to • Development
complement their education and getting a better
Spanish. The main on this article is to show the • Testing
process in how we develop this tool an ethnic
group. These were the process that we been through the entire
development process.
Keywords
INEGI : Instituto nacional de estadística y geografía. The Team
(National center of statistics and geography)
We are currently students taking the third semester in
CCA: Centro comunitario de aprendizaje
the Faculty of mathematics of UADY this paper it is
(Learning community center) for a HCI class.
DGEI: Dirección General de Educación Indígena
(General direction of indigene education)
1
1-Choosing the Project denied them tools to help them to improve their learn-
ing just because language barriers it seems unaccepted
The development takes place in Mérida Yucatan. Yu- able for us. And motivated and encourage us to work
catan has a big speaking Mayan population communit- with this issue even is just a little help, it has an im-
ies outside the city have shown in the Figure1. portant social relevance.
Factibility
The plan
Social Relevance
The second step on this stage was to identify the main
users of the application that we trying to create, we
Thinking in just the fact of helping communities who identify three main characters who can use the applica-
are constantly forgotten by the government only be- tion and classified them:
cause they speak a different language or fail in school
because they never had the same preparation level, and
2
The children their homework. He enjoys playing with games who
• Secondary user. had cards involve, one of is favorites games it is called
Loteria(Bingo) but he recently found out that in his
The admin of the CCA. community center a new type of PC games that he can
• Tertiary user. use to learn new words from it in Spanish with his fa-
The parent related to the children. vorite games, he was so excited at moment that he ran
out to tell her parents and friends the new type of
Once we already identify and classified our user we
games that he is gonna use at this center.
started to creating persona scenarios and users pro-
files.
This is the user profile a persona and scenario of the Scenario
main user.
One day Pedro told to his parents that he was having
User Profile. problems with some of the Spanish words , so Pedro’s
parents talk to his professor and he told them that the
Age: 7-8 years old.
community center is waiting for a new type of di-
Gender: female or male. dactics computer games that Pedro can used to expand
Location: Mostly outside the city. his vocabulary and knowledge he just to wait until ar-
rive. One week later Pedro was randomly walking on
Social-economic Status: low income.
the street when he was told by his friend Jorge that a
Education: Elementary School. new type of Pc games arrived in their community cen-
Computer experience: none or basic experience. ter , so they went to ask what exactly is this game
Specific product experience: They have experience about, when they arrived they were assigned to a com-
with some related interfaces(games). puter, Pedro already know how to use a computer ,
Jorge’s skills are null so he needs to be assisted, Pedro
Technology available: In their communities centers run the program and he saw that he can choose
they can find these computers. between Mayan interface or Spanish interface, he also
Attitudes and values: some of them fear of technology, saw a brief tutorial how to play these mini-games, so
they mostly are willing to learn. he start to play the memorama mini game he realize the
Learning style: Visual learners(through didactic games is different from the game original memorama
games) he actually can relate the Spanish words and incorpor-
ate into his vocabulary, he was quickly expanding his
vocabulary, he found that if he make a correct move-
Persona ment he’s gonna to be reward by the interface. after
Name: Pedro Pech May. playing 30 minutes he discover that as he advance in
the game the words became more complex so he save
Age: 7 years old.
his advance after doing this he look up for other
Type of user: Primary User. games, he enjoy the reward system and the figures in
Disabilities: he can’t fully speak Spanish. the games after 1 hour of playing he had to give his
place to another kid so he close the program and left.
Location: Kinchil, Yucatan.
Skill set: he speaks a fluent Mayan, he has a basic
knowledge using a PC and Spanish, and he can read
and write. We recollect our data through Open interviews Closed
ended surveys and observation, we choose this meth-
Hobbies: Playing with his friends, reading.
ods because it was best option for the group that we
Goals: getting good grades at school be a doctor. were taking information.
3
We had and open interviews the professors of the chil-
dren The most important information that provided to
us was that “the children don’t have any support at
home, when tried to do the homework if they gets stuck
the parent cant help them, because they lack of basic
knowledge” so we find out that generation over genera-
tion has the same problem, so this was a social prob-
lem we address, the professor mentioned other prob-
lems that the children have. they cant pronounced
“RR” or some other word outside his vocabulary, this
was confirmed when we apply the closed ended sur-
veys to them.
Figure2. Early prototype
3-.The Development
In the development stage we consider all data and the Figure3. More complete wire frame.
previous analysis, in a sense we needed to build a
simple and consistence interface based on didactics
games, thus we consider pedagogy point of view so we When we agree in how the elements on the wire frame
extend the concept of user center design to learner cen- should look we started to fill the interface with ele-
ter design[3] knowing this we came into a most have in ments and colors. We had in mine that our primary
the interface Simplicity Visibility and Freedom witch user is 7-9 years old so try to deferments colors on the
are the elements of user center design taking this ap- interface as shown in figure 4.
proach we came to first wire frame of the interface.
Our early prototypes were made as a wire frame to
help us to organize our subjects and making all access-
ible, the very first attempt to make an interface is
shown in the next figure.
4
The main windows
Once we adapt the interface as we want we start it to Once the user plug a name he will enter into this win-
add on icons previously tested on the user and the res- dows, we try to make it visible and simple as possible
ult in figure5. according to the heuristics suggestion of jakob to
Nielsen[5] in this picture we tried to minimize the ob-
ject on the interface so the user can focus just on the 3
main objects in this case the game selection as well we
provide information to user to know where is he and
what he can do. Figure6.
5
the main cards of the game. The point of the games is
to hear a card name and take bean and put the bean on
the top of the card table, as well we provide a feedback
to the user if they make a mistake they one life on the
interface, they have a life counter the little green men
in figure 7, this is to promote a better understanding
and they can focus even more of what is he doing.
Background
Lotería:
6
We based our game in game called tag-it which is used
as entertainment in the UK at elementary schools, the
main reason of why choose this is because it promotes
to user to relate concepts and new words, the system
gives a word and the user has to plug it on the tag of
image provoking dynamic visual learning. As well the
user will count with a life counter. Figure 9.
Dictionary
Figure10. Dictionary.
Help
Figure12. Option menu.
Providing help it is crucial in any interactive system,
so we added and familiar icon represented by a life-
guard the icon was choose due result of the surveys
,after the user interact with the object the object will Notes
display a sub-option menu who deliver instruction
about the games explaining rules, and to use it. Figure
We consider this feature because we want them to
11.
have a freedom especially more advanced user when
using the interface, where they can add words to the
pad and remember it later provoking the user to write
7
in there and relate it system, in this case the feature is the task that they have to accomplish and share the
not a mandatory to use. Figure13. copies to the participants, before that we selected a
couples of task that we find very important for every
primary user to use.
That’s why we measure the time when the user is:
• Choosing a game.
• Understanding the Interface.
• Find out how to change a game.
• Understanding how to interact with the games.
We develop for about six uses cases and trying to The results obtained after the test are shown in Table3.
avoid the happy path on the cases, when creating the
use cases we consider only the primary user because Table3. Results from the Usability test.
he’s the one who has full interaction with interface Kid1 Kid 2 Kid 3 Kid 4
considering the cases when fail in completing a task Understanding 12-15 sec 12-15 13-16 12-15
for us was the most important uses cases of all, when the Interface. sec sec sec
he feel lost and some system issues as well.
Find out how 16-20sec 25-30 20-25 22-26
to change a sec sec sec
Usability test are critical in any interface when we ana-
lyze the data of the observation we saw the that users game
had problems on mapping a concept or sometimes a Choosing a 7-12 sec 10-12 10-14 8-12sec
basic symbol game. sec sec
So we set a plan in how are going to plan the usability Understanding 6-10sec. 12-10 9-14 8-18 sec
test, when the usability test was planned we were con- how to interact sec sec
sidering the first week of 2009, but when we came with the games
back to the school they haven’t came back! from the
winter break, so we have to apply the test to only 4
kids, The day when we apply the usability the we pho-
tocopy the interface and explained to the participants
8
We were shock by the results, the estimation was cor- [4]Indemaya[Online]
rect almost every test was in the range proposed by us http://www.indemaya.gob.mx/sobre-indemaya/in-
we currently planning on making more usability test to dex.php [Accessed: November, 2008].
make a validation on the results.
REFERENCES
[1]Norma Luz Navarro Sandoval, Marginación
Social Entre los jóvenes.[Online]
http://www.inegi.gob.mx/inegi/contenidos/espanol/pren
sa/contenidos/articulos/sociodemograficas/mar-
ginacion.pdf [Accessed: October, 2008].