Publication statistics
Pub. period:2004-2012
Pub. count:7
Number of co-authors:12
Co-authors
Number of publications with 3 favourite co-authors:
Janet C. Read:3Emanuela Mazzone:2Gavin Sim:2 Productive colleagues
Matthew Horton's 3 most productive colleagues in number of publications:
Russell Beale:50Janet C. Read:35Emanuela Mazzone:13 
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Matthew Horton
Publications by Matthew Horton (bibliography)
Sim, Gavin, Horton, Matthew and Danino, Nicky (2012): Evaluating game preference using the fun toolkit across cultures. In: Proceedings of the HCI12 Conference on People and Computers XXVI 2012. pp. 386-391.
Over the past decade many new evaluation methods have emerged for evaluating user experience with children, but the results of these studies have tended to be reported in isolation and cultural implications have been largely ignored. This paper reports on a comparative analysis of the Fun Toolkit and the effect of culture on game preference. In total 37 children aged between 7 and 9 participated in the study, from a school in the UK and Jordan. The children played 2 different games on a tablet PC and their experiences of each were captured using the Fun Toolkit. The results showed that culture did not appear to affect children's preference and Fun Toolkit is a valid user experience tool across cultures.
© All rights reserved Sim et al. and/or their publisher
Read, Janet, Fitton, Daniel, Cowan, Benjamin, Beale, Russell, Guo, Yukang and Horton, Matthew (2011): Understanding and designing cool technologies for teenagers. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1567-1572.
This paper describes how initial principles for the designs of an interactive application were informed from a study of 'coolness' with two different ages of teenagers. The study used drawings to examine how teenagers might design their environments and these were then analysed by the research team based on a set of characteristics of cool that were drawn from the literature. Results from the teenagers' drawings demonstrate some change in emphasis between the younger and older age groups and between the genders. A design space around innovation and rebellion is implicated in the findings.
© All rights reserved Read et al. and/or their publisher
Kano, Akiyo, Horton, Matthew and Read, Janet C. (2010): Thumbs-up scale and frequency of use scale for use in self reporting of children's computer experience. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 699-702.
A Computer Experience questionnaire was piloted with 49 children to validate two new scales of measurement, the Thumbs-Up Scale (TUS) and Frequency of Use Scale (FUS). TUS is a VAS (Visually Analogue Scale) designed to measure perceived skill levels. FUS is a Likert scale for measuring how often a device is used or an event occurs. The two scales gained high correlation with their respective validation measures (TUS r=.892, FUS r=.744) indicating that TUS and FUS can be used effectively with children as young as 7 years old.
© All rights reserved Kano et al. and/or their publisher
Horton, Matthew and Read, Janet C. (2008): Interactive Whiteboards in the Living Room? -- Asking Children about their Technologies. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 147-148.
In this poster we report the findings from a study of technologies in the home and school and use these results to discuss the validity and variability of children's reports of technologies. The results indicate that children may not understand well the types of interactive technologies that were discussed and that there may be some confusion about the names of technologies. In addition, the study indicated some confusion about where a technology resides.
© All rights reserved Horton and Read and/or their publisher
Kelly, S. Rebecca, Mazzone, Emanuela, Horton, Matthew and Read, Janet C. (2006): Bluebells: a design method for child-centred product development. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 361-368.
This paper presents Bluebells, a design method that balances child-centred design with expert design in a progressive approach that marries the best of both disciplines. The method is described in the context of a museum technologies project. Bluebells comprises several new design techniques; these are evaluated and discussed in the paper. The authors conclude with guidelines for future use of the Bluebells method including the importance of providing a context for design partners and allowing them to express their ideas in ways they are comfortable with.
© All rights reserved Kelly et al. and/or ACM Press
MacFarlane, Stuart, Sim, Gavin and Horton, Matthew (2005): Assessing usability and fun in educational software. In: Proceedings of ACM IDC05: Interaction Design and Children 2005. pp. 103-109.
We describe an investigation into the relationship between usability and fun in educational software designed for children. Twenty-five children aged between 7 and 8 participated in the study. Several evaluation methods were used; some collected data from observers, and others collected reports from the users. Analysis showed that in both observational data, and user reports, ratings for fun and usability were correlated, but that there was no significant correlation between the observed data and the reported data. We discuss the possible reasons for these findings, and describe a method that was successful in eliciting opinions from young children about fun and usability.
© All rights reserved MacFarlane et al. and/or ACM Press
Mazzone, Emanuela, Horton, Matthew and Read, Janet (2004): Requirements for a multimedia museum environment. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction October 23-27, 2004, Tampere, Finland. pp. 421-424.
In this paper we describe a two-part study that was used to establish the requirements for an interactive museum environment for children aged between 5 and 10. The paper outlines how the low-tech interactive environment currently used in the museum was used to produce ideas for a technology-enhanced environment.
© All rights reserved Mazzone et al. and/or ACM Press
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