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Articles

Thinking OutsideTheBox - Designing Smart Things with Autistic Children

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Figures & data

Figure 1. Roles and flow of interaction between play partner, child and active observer.

Figure 1. Roles and flow of interaction between play partner, child and active observer.

Table 1. Research partners in the first year of OutsideTheBox together with age, diagnosis, design method used, name of the finished object and number of meetings; FW: Future Workshops, CI: Co-Operative Inquiry; MD: Makers & Drama; AS: Asperger Syndrome.

Figure 2. Andy’s cat at different scales.

Figure 2. Andy’s cat at different scales.

Figure 3. ProDraw showing self-created animations with embodied control.

Figure 3. ProDraw showing self-created animations with embodied control.

Figure 4. Playing out a use scenario with the second low-fidelity prototype of the thinking machine.

Figure 4. Playing out a use scenario with the second low-fidelity prototype of the thinking machine.

Figure 5. ThinkM embodied reflection of situations where the own body fails.

Figure 5. ThinkM embodied reflection of situations where the own body fails.

Figure 6. Different materials we used with Claude during the ideation and conceptualization phases bricks and modeling phase.

Figure 6. Different materials we used with Claude during the ideation and conceptualization phases bricks and modeling phase.

Figure 7. Adaja the ambient companion for exploring sounds of self and others.

Figure 7. Adaja the ambient companion for exploring sounds of self and others.

Figure 8. A magic silver carpet transporting us into the year 3000.

Figure 8. A magic silver carpet transporting us into the year 3000.

Figure 9. DSmart the smart companion for telling stories and investigating upcoming movies.

Figure 9. DSmart the smart companion for telling stories and investigating upcoming movies.

Figure 10. Experimental objects we used for inspiration.

Figure 10. Experimental objects we used for inspiration.

Figure 11. Sound Cubes – developed together with Quentin.

Figure 11. Sound Cubes – developed together with Quentin.

Figure 12. Mia and her play partner grimacing at the camera as ritualistic part of our routine.

Figure 12. Mia and her play partner grimacing at the camera as ritualistic part of our routine.

Figure 13. The rattle alarm system – Developed together with Mia – left: cushion, middle: alarm clock, right: pressure mat.

Figure 13. The rattle alarm system – Developed together with Mia – left: cushion, middle: alarm clock, right: pressure mat.

Figure 14. A mid-fidelity prototype of the time machine for use case exploration.

Figure 14. A mid-fidelity prototype of the time machine for use case exploration.

Figure 15. Time machine in the foreground, the navigation interface, in the background, the immersive light blanket.

Figure 15. Time machine in the foreground, the navigation interface, in the background, the immersive light blanket.

Figure 16. The time machine in its latest iteration. The two navigation elements, all elements and appropriation of the light through a fidget spinner.

Figure 16. The time machine in its latest iteration. The two navigation elements, all elements and appropriation of the light through a fidget spinner.

Figure 17. Oliver drawing around construction elements.

Figure 17. Oliver drawing around construction elements.

Figure 18. The light table in its final form with elements for math games, writing and storytelling.

Figure 18. The light table in its final form with elements for math games, writing and storytelling.