The relationship between physical activity and educational and health outcomes is well known. As the significance of digital devices continues to increase, along with societal reliance on them, the provision of programs that draw technology and physical activity together is increasingly important. The recent Pokemon phenomenon is an example of a digitally-driven physical activity that appealed to both adults and children alike. This paper reports on the proof of concept phase of a development that brings to digital life a physical activity program designed specifically for preschoolers. The aim of the JumpStart project was to find a way to engage more parents with their children in physical activity. The brief from the customer was to ensur...
In the fast-developing digital era, improving young children’s learning abilities by information tec...
Products can support user groups in social interaction and/or physical play in various ways. Dependi...
Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant ...
ecent studies have shown that children are not adequately physically active and there is a need to i...
Children are having a sedentary lifestyle in front of a screen and this is generating problems in th...
This paper explores the "humanization" of digital technology in the context of child’s play, specifi...
In this paper we describe preliminary results of our work on designing innovative sport concepts to ...
In this paper, we investigate different types of collaborative interaction that children in special ...
This thesis describes the design of the product-service combination called Move on. Move on is desig...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
This article discusses the use of movement games as a means of physical qualities through the use of...
This paper explores the humanization of digital technology in the context of child’s play, specifi...
This paper explores the "humanization" of digital technology in the context of child’s play, specifi...
Co-design is a user-centered design method which has gained popularity in innovation research where ...
This research is the first part of a greater project with the aim to encourage increase in physical ...
In the fast-developing digital era, improving young children’s learning abilities by information tec...
Products can support user groups in social interaction and/or physical play in various ways. Dependi...
Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant ...
ecent studies have shown that children are not adequately physically active and there is a need to i...
Children are having a sedentary lifestyle in front of a screen and this is generating problems in th...
This paper explores the "humanization" of digital technology in the context of child’s play, specifi...
In this paper we describe preliminary results of our work on designing innovative sport concepts to ...
In this paper, we investigate different types of collaborative interaction that children in special ...
This thesis describes the design of the product-service combination called Move on. Move on is desig...
Schools have adopted digital technologies as a strategy for learning and teaching activities because...
This article discusses the use of movement games as a means of physical qualities through the use of...
This paper explores the humanization of digital technology in the context of child’s play, specifi...
This paper explores the "humanization" of digital technology in the context of child’s play, specifi...
Co-design is a user-centered design method which has gained popularity in innovation research where ...
This research is the first part of a greater project with the aim to encourage increase in physical ...
In the fast-developing digital era, improving young children’s learning abilities by information tec...
Products can support user groups in social interaction and/or physical play in various ways. Dependi...
Encouraging physical activity amongst children and adolescents is becoming an increasingly relevant ...