Asimina Vasalou

Asimina Vasalou
University College London | UCL · UCL Knowledge Lab

PhD

About

94
Publications
68,452
Reads
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2,185
Citations
Additional affiliations
July 2011 - September 2013
University of Birmingham
Position
  • Senior Researcher
September 2008 - June 2011
University of Bath
Position
  • Research Associate
January 2005 - August 2008
Imperial College London
Position
  • Research Assistant

Publications

Publications (94)
Article
Full-text available
Taking a process-orientated, social constructivist lens, we examine the case of a digital game called Words Matter. The game was designed for children with dyslexia and was informed by principles from casual games and evidence-based practice from special education. Focusing on the game play of two groups of children, we employ a systematic thematic...
Article
Creative ideation is integral to the design process; to be considered creative an idea must be deemed both novel and appropriate. Design examples are often provided to inspire creativity but may also constrain designers’ imaginations (design fixation), a phenomenon observed during children’s ideation in participatory design (PD). This paper address...
Preprint
Full-text available
This paper shows how design documentaries can motivate new perspectives for design and disability. We critically consider the ways in which design documentaries can foreground children's lived experiences and priorities, in cases where it is not always possible to involve children early on in the design process. By presenting a design case for supp...
Article
Full-text available
The involvement of developmentally diverse children in design has been driven by pragmatic concerns and also an emancipatory aim to give children voice and agency over decisions. However, little attention has been given to how participation and power are performed in the early exploratory phase of design prior to overt decision points. Our research...
Article
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited res...
Conference Paper
Full-text available
Whilst digital education is becoming a reality for schools there is a role for CCI research to move beyond researcher-led school engagements to other types of research that support schools and their staff to lead on the appropriation of digital technologies. One way to advance our understanding of this issue is to examine and consolidate reflection...
Article
Digital games for primary education are often designed to foster children’s learning through motivated practice with core subjects, such as literacy and math. Over the years, and accelerated by the pandemic, these games have become an embedded part of the primary school classroom. Many of them rely on AI and thus automation to adapt children’s lear...
Preprint
Full-text available
School-driven technological innovation has the potential to positively impact on classroom practice, yet it can also be disrupted by incompatibilities between the existing school ecology and new educational technologies. To help mitigate this disruption a particular staf member often takes on a facilitative leadership role to champion new technolog...
Conference Paper
Full-text available
School-driven technological innovation has the potential to positively impact on classroom practice, yet it can also be disrupted by incompatibilities between the existing school ecology and new educational technologies. To help mitigate this disruption a particular staff member often takes on a facilitative leadership role to champion new technolo...
Conference Paper
We report challenges associated with the adoption and (mis)use of a teacherfacing learning analytics dashboard (LAD) created for data-informed decision-making in primary school literacy education. We developed a LAD to facilitate teachers’ planning of game-based literacy learning activities, identification of children requiring additional support,...
Article
Full-text available
Background Approaches to teacher professional development, such as learning designs (LDs), can facilitate primary school teachers' appropriation of literacy technology in the classroom. LDs are detailed learning activities and interventions designed by teachers to plan their use of technology. Methods Using a creative design methodology to carry o...
Conference Paper
Full-text available
Augmentative and alternative communication (AAC) technologies already transform children's lives by providing the option of speech through digital means and by offering a variety of language displays, input methods and hardware configurations. Interaction design and multimodal interaction research shows that we can extend the capabilities of these...
Article
Full-text available
The use of learning games within the classroom is becoming increasingly common because of their potential to positively impact learning. Recent developments in adaptivity offer further possibilities to personalise learning by tailoring the game to an individual child's level or particular learning needs. However, designing an adaptive learning game...
Article
Full-text available
This paper examines how primary aged children with reading difficulties attend to, understand and act upon different types of feedback within a digital literacy game. A systematic and structured video analysis of twenty‐six children's game play was carried out focussing on moments where children made an error and were followed by in‐game feedback....
Article
Full-text available
Investigating voice in research that involves children with disabilities is highly challenging. Very few studies have problematised voice for the purposes of designing new technologies for and with children who have disabilities. We embarked on qualitative fieldwork with children who have severe speech and physical impairments with the view to moti...
Article
Full-text available
Much research exists on the role of textual enhancement in instructed second language (L2) development, yet little is known about how its effectiveness is influenced by multiple exposures, whether it can facilitate the acquisition of L2 derivational morphology, and how it may affect child language learning. To fill these gaps, this study employed a...
Conference Paper
Full-text available
Personal informatics (PI) technologies allow users to collect data about aspects of their lifestyle like mood or step count. Though teens increasingly encounter and use such technologies, little is known about how they ascribe meaning to their own PI activities. We report a qualitative study of the PI experiences of eighteen teens (aged 14 – 17). F...
Article
Full-text available
People living with Parkinson's disease engage in self-tracking as part of their health self-management. Whilst health technologies designed for this group have primarily focused on improving the clinical assessments of the disease, less attention has been given to how people with Parkinson's use technology to track and manage their disease in their...
Article
Full-text available
Tablet computers are increasingly used in school classrooms. However, despite the fact that these devices are conceived as single-user devices, and most games or apps developed for them are designed for single-users, pairs or groups of students usually use these devices. Surprisingly little research has been done to explore the ways in which these...
Article
Storytelling at home is typically an oral practice that supports parents and children to make sense of their family identity. Parents play a key role in crafting the story plot and facilitating the child’s participation in the storytelling process. Yet in the context of digital technology, interaction design researchers have tended to focus on chil...
Conference Paper
Full-text available
This paper shows how design documentaries can motivate new perspectives for design and disability. We critically consider the ways in which design documentaries can foreground children's lived experiences and priorities, in cases where it is not always possible to involve children early on in the design process. By presenting a design case for supp...
Article
Full-text available
Children differ in various aspects such as prior knowledge, learning pace, socio-economic status, interests etc. It has been argued that when we take these differences into account when we develop learning environments, children will benefit from it in terms of learning outcomes, learning experience, and attitudes towards particular subjects. The e...
Conference Paper
Full-text available
Despite the recognition of the need to include practitioners in the design of learning analytics (LA), especially teacher input tends to come later in the design process rather than in the definition of the initial design agenda. This paper presents a case study of a design project tasked with developing LA tools for a reading game for primary scho...
Conference Paper
Given the significant potential of shared book reading to promote children's learning, the design of e-books has focused on maximising this learning experience. However, recent studies have begun to show that shared reading is a broader opportunity for the family to spend quality time together. Our study aims to explore this perspective further, fo...
Article
Full-text available
Given the significant potential of shared book reading to promote children’s learning, the design of e-books has focused on maximising this learning experience. However, recent studies have begun to show that shared reading is a broader opportunity for the family to spend quality time together. Our study aims to explore this perspective further, fo...
Article
Full-text available
Refugees face significant challenges in accessing higher education. It is clear that new and diverse solutions are needed that both understand and address the contextual barriers to higher education access for refugees. In keeping with new approaches in the wider humanitarian community, which recognize the role communities can play in creating new...
Conference Paper
Learning games that address targeted curriculum areas are widely used in schools. Within games, productive learning episodes can result from breakdowns when followed by a breakthrough, yet their role in children's learning has not been investigated. This paper examines the role of game and instructional design during and after breakdowns. We observ...
Conference Paper
Full-text available
This demonstration presents the design principles of the Navigo games for reading. By reflecting on our design tools and processes we explore the way theory, empirical evidence and best practice and expertise have informed our design. We look into the reciprocal role of theory and design and provide transferable lessons for design of educational te...
Conference Paper
Full-text available
Though some work has looked at the implementation of personal informatics tools with youth and in schools, the approach has been prescriptive; students are pushed toward behaviour change intervention or otherwise use the data for prescribed learning in a particular curriculum area. This has left a gap around how young people may themselves choose t...
Conference Paper
Full-text available
The paradigm of neurodiversity provides a theoretical scaffold to challenge the idea of dyslexia as a deficit, by considering how difficulties related to literacy may reflect possible cognitive strengths and opportunities for learning. In this paper we adopt this perspective which associates dyslexia with strengths in visual, oral and three-dimensi...
Conference Paper
In this workshop, we invite researchers to jointly explore how the Child-Computer Interaction (CCI) field can establish intermediate-level knowledge, being a kind of design knowledge that resides in the realm between the design of particular artifacts and theories. In this full day workshop we want to invite (1) researchers and designers who positi...
Article
In this workshop, we invite researchers to jointly explore how the Child-Computer Interaction (CCI) field can establish intermediate-level knowledge, being a kind of design knowledge that resides in the realm between the design of particular artifacts and theories. In this full day workshop we want to invite (1) researchers and designers who positi...
Conference Paper
Full-text available
Dream Stones is a set of physical programmable robotic balls that facilitates new intercultural meanings for children. It weaves together the benefits of physical embodied play with tinkering in material making of technology that connects and transcends. The paper is contextualized in over 40 ideas from children around the world who facilitated our...
Conference Paper
Full-text available
Augmentative and alternative communication (AAC) technologies can support children with severe speech and physical impairments (SSPI) to express themselves. Yet, these seemingly 'enabling' technologies are often abandoned by this target group, suggesting a need to understand how they are used in communication. Little research has considered the int...
Conference Paper
Full-text available
Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. While feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback. Usin...
Article
Full-text available
Robots are increasingly being studied for use in education. It is expected that robots will have the potential to facilitate children’s learning and function autonomously within real classrooms in the near future. Previous research has raised the importance of designing acceptable robots for different practices. In parallel, scholars have raised et...
Article
Full-text available
Communication in its broadest sense enables people and things to 'connect'. AAC technologies provide one perspective for supporting communication, predominantly focusing on language that is represented orthographically or symbolically. Unfortunately, these technologies are largely under utilised by children as demonstrated by their ongoing abandonm...
Conference Paper
Full-text available
Today, it has been broadly acknowledged in the CCI community that children are not only active learners and users of technology, but can also actively participate in the design process. However, it remains challenging to analyze children's experiences and creative contributions resulting from co-design activities (e.g. stories, paper prototypes, en...
Chapter
Conflict resolution skills are fundamental to navigating daily social life, yet means to learn constructive conflict resolution skills are limited. In this chapter, we describe Village Voices, a multiplayer serious game we designed that supports children in learning and experimenting with conflict resolution approaches. Drawing on experiential lear...
Conference Paper
Full-text available
The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students. This paper explores how gamification could potentially benefit a specific student population, children with dyslex...
Article
Affective computing researchers adopt a variety of methods in analysing or synthesizing aspects of human behaviour. The choice of method depends on which behavioural cues are considered salient or straightforward to capture and comprehend, as well as the overall context of the interaction. Thus, each approach focuses on modelling certain informatio...
Data
Full-text available
Children typically have extensive expertise and experiences of computer games, which can enable them to make valuable contributions when involved in the design of games. Within this paper we discuss our approach to the involvement of children in the game design process, specifically to inform a game narrative. We describe two design workshops with...
Article
Full-text available
Impact is embedded in today's research culture with increasing importance being placed on the value of research to society. Within interdisciplinary and cross-sector projects, team members may hold distinct views on the types of impact they want to create. Set in the context of an interdisciplinary, cross-sector project comprising of partners from...
Conference Paper
The concept of gamification is receiving increasing amounts of attention. However, to date there has been little reported work that has moved beyond anecdotal accounts of its use within educational situations and studies that have been undertaken in this area have predominantly focused on University students. This paper explores how gamification co...
Article
Designers of intelligent tutoring systems (ITSs) have long been interested in delivering personalized teaching to individual students, typically by ensuring that the student receives content appropriate to their skills and knowledge. Nonetheless, a more holistic view on what constitutes good teaching practice has challenged whether this approach to...
Conference Paper
Full-text available
Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This p...
Conference Paper
Full-text available
While the importance of participatory design has been acknowledged broadly within the field of HCI, its use in serious games is less frequent. This workshop will explore the underpinning reasons for this gap and advance the identification of philosophical, methodological and pragmatic opportunities as well as challenges. The workshop will serve as...
Article
This paper reports findings from participatory design research aimed at uncovering how technological interventions can engage users in the domain of privacy. Our work was undertaken in the context of a new design concept “Privacy Trends” whose aspiration is to foster technology users’ digital literacy regarding ongoing privacy risks and elucidate h...
Conference Paper
Full-text available
In this paper, we describe the results of an interview study conducted across several European countries on teachers' views on the use of empathic robotic tutors in the classroom. The main goals of the study were to elicit teachers' thoughts on the integration of the robotic tutors in the daily school practice, understanding the main roles that the...
Article
Full-text available
In recent years, technological innovation has re-ignited an interest in privacy as designers, policy makers and users each strive to reconcile the advantages of technology with the new demands they pose for privacy. Driven by a classic approach to defining concepts, scholars have not been able to agree on a unified definition of privacy. This poses...
Conference Paper
STEM subjects are typically seen as boring, geeky, difficult to learn and with low relevance to real life. To counter this opinion, we aim to foster engagement with and curiosity about STEM subjects, through an approach to learning that facilitates the construction of understanding of key, threshold concepts (TCs). To achieve this, we engender crea...
Conference Paper
Full-text available
Children typically have extensive expertise and experiences of computer games, which can enable them to make valuable contributions when involved in the design of games. Within this paper we discuss our approach to the involvement of children in the game design process, specifically to inform a game narrative. We describe two design workshops with...
Conference Paper
Full-text available
This workshop aims to exchange experiences with issues surrounding Child-Robot Interaction. More specifically, the main aims are to discuss how social bonding between children and robots can be evaluated, how robots can be used to aid children in their learning process, but also what ethical issues arise when children learn from and bond with a rob...
Conference Paper
Full-text available
The neurodiversity movement seeks to positively reframe certain neurological conditions, such as autism spectrum disorders (ASD) and dyslexia, by concentrating on their characteristic strengths. In recent years, neurodiverse children have increasingly been involved in the technology design process, but the design approaches adopted have focused mos...
Article
Full-text available
Participatory design (PD) has become widely popular within the interaction design community, but to date has had little influence within serious game design processes. We argue that serious game design complicates the notion of involving users as co-designers, as serious game designers must be fluent with both domain content and game design. In thi...
Article
Full-text available
Real-time location tracking of individuals has become relatively easy with the widespread availability of commercial wearable devices that use geographical positioning information to provide location-based services. One application of this technology is to allow parents to monitor the location of their children. This paper investigates child locati...
Conference Paper
Full-text available
The convergence of personal devices, pervasive communication networks and remote computing has caused a fundamental shift in the user interaction paradigm. Multiple methods have enabled an implicit loop of interaction that goes beyond the traditional graphical interfaces. Human emotion is one of such dimensions, supporting the development of empath...
Conference Paper
Full-text available
Learning environments must weave content and practice from different areas of expertise to achieve success in the end. In this paper, we describe the approach taken in the design of a serious game aimed at teaching children about conflict resolution. We address the issue of including users, both teachers and children, in the design process and the...
Conference Paper
Full-text available
Many technology design projects are “wicked problems”. In this case study we employ the concept of wicked problems in order to examine the responsible and ethical implications of undertaking ICT research projects within teams involving partners from a range of different backgrounds and geographic locations. Through our experiences working as user-c...
Article
Full-text available
This article describes the use of evolutionary psychology to inform the design of a serious computer game aimed at improving 9-12-year-old children's conflict resolution skills. The design of the game will include dynamic narrative generation and emotional tagging, and there is a strong evolutionary rationale for the effect of both of these on conf...
Conference Paper
Full-text available
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren s...
Conference Paper
Full-text available
Games offer a compelling medium for learning. However, designing a successful learning game that features engagement alongside its educational objectives is a craft that is still underway. Our research adapts a user-centered approach toward designing a game that will teach children conflict resolution skills. By involving users of the game, namely...
Conference Paper
A number of commercial location tracking systems exist which enable parents to monitor where their children are when outdoors. The adoption of these services and whether, through their design, they reflect parental values has not been investigated. This question was pursued with a large scale survey of 920 parents from the UK. The use of location t...
Conference Paper
Full-text available
A number of commercial location tracking systems exist which enable parents to monitor where their children are when outdoors. The adoption of these services and whether, through their design, they reflect parental values has not been investigated. This question was pursued with a large-scale survey of 920 parents from the UK. The use of location t...
Article
Full-text available
This paper presents the privacy dictionary, a new linguistic resource for automated content analysis on privacy-related texts. To overcome the definitional challenges inherent in privacy research, the dictionary was informed by an inclusive set of relevant theoretical perspectives. Using methods from corpus linguistics, we constructed and validated...
Chapter
Full-text available
Perception and attention mechanisms are of great importance for entities situated within complex dynamic environments. With roles extending greatly beyond passive information services about the external environment, such mechanisms actively prioritise, augment and expedite information to ensure that the potentially relevant is made available so app...
Article
Methods are developed for different audiences and purposes. HCI researchers develop methods to shape the future through pure, applied and blue sky research – as is still the case with most affective interactive applications. Unsurprisingly, practitioners will be more concerned that the methods they use not only are tractable but produce better and...
Article
Full-text available
In this chapter, we introduce and develop the concept of “digital crowding.” Traditionally, crowding has been conceptualized as excessive social contact or insufficient personal space (Altman 1975). Under these circumstances, not only do people show signs of stress, but they also engage in a number of techniques to escape excessive social contact (...
Conference Paper
Full-text available
Privacy is frequently a key concern relating to technology and central to HCI research, yet it is notoriously difficult to study in a naturalistic way. In this paper we describe and evaluate a dictionary of privacy designed for content analysis, derived using prototype theory and informed by traditional theoretical approaches to privacy. We evaluat...
Article
Full-text available
This short paper describes the Siren project, and interdisciplinary European project aimed at creating an adaptive serious game for teaching conflict resolution, and solve the research issues associated with this. We outline the challenges faced in various disciplines, including cross-cultural psychology, player modelling and procedural content gen...
Article
Full-text available
Formed on an analysis of design practices, the behaviour chain model stipulates that social network designer’s ultimate aim is to encourage users to adopt the social network site by entering a phase of true commitment. During this phase, social network users are driven to connect to known or unknown others by engaging in instrumental uses that crea...