Towards Preschoolers' Automatic Satisfaction Assessment. An experience report

AT
by Alexandra Turian41 views·Updated May 22, 2020

Technology has penetrated almost every aspect of our life. Nowadays children grow and live surrounded by devices that provide them multimedia content to engage them and even teach them new things. It is considered that education should embrace the technology progress and include technology in the learning-assessment loop. The use of digital products in the learning process is effective if it provides appropriate content, the user spends a limited amount of time, and it brings satisfaction to the users. In this presentation we present our approach in assessing user satisfaction when a special kind of stakeholders are considered, namely kindergarten children. We present a case study we have performed, challenges and lessons learned while trying to automatically evaluate children satisfaction.

Audio TranscriptAuto-generated

  1. Hello. My name is Alexander three and I want to
  2. begin by thanking you for taking the time towards this
  3. presentation. I'm grateful that the conference has not been canceled
  4. in spite of these difficult pandemic situation today, I want
  5. us to go together through our experience report towards preschoolers
  6. Automatic satisfaction assessment.
  7. In the first part, I'm going to say if you
  8. were there in our approach, then in second part we
  9. will dive in your case study and after that you
  10. will learn about our results.
  11. Well, at the end, I want to point out how
  12. we're planning to improve and extend our idea conducted with
  13. them. Babbage Boy, University of Krishna Polka.
  14. Together with my teachers Adrianna Grande Angry good Attackers, Your
  15. car. We performed a case study where we endeavoured into
  16. integrating automatic emotion detection.
  17. In the usability assessment process, we come together as researchers
  18. who strive to integrate new technology into traditional way of
  19. doing things.
  20. On top of that, as professionals, we tackle user centered
  21. design, whereas in Rohloff, parents were sick to raise tax
  22. a V and tax eight Children.
  23. What motivates us is the desire to enable education to
  24. embrace technology by finding ways to build up to the
  25. D off Children first design.
  26. Now let's move on to the next topic.
  27. In this case, study went on to compare results of
  28. traditional usability testing methods such as observation post interview questions
  29. and smile you meters with the automatic assessment off Children
  30. emotions while they are exposed to an interactive applications the
  31. application have chosen for our case.
  32. Study is a storytelling game.
  33. The system includes a digital storytelling part and a consolidation
  34. part in the shape of four games.
  35. We developed the system in the past by applying participatory
  36. design and user centered design.
  37. The system is there steam for Children aged 5 to
  38. 6 years attending the public formal preschool education system.
  39. Its purpose is to provide a new directive way of
  40. understanding in your story.
  41. The application introduces Children into the story world, providing support
  42. for consolidating knowledge from different domains, mathematics, natural sciences, language
  43. and communication.
  44. So let's look at one game as an example.
  45. The mathematics came.
  46. Children are prompted with a few questions, each question having
  47. three possible answers.
  48. The tasks are to compute the sum or difference off
  49. the number of the animals on the screen.
  50. Each task has explained the Children using audio off course.
  51. The complexity is chosen.
  52. Taking into consideration Children abilities, they just need to come
  53. up to maximum 10.
  54. The usability evaluation was conducted with five kindergarden Children aged
  55. 56 years.
  56. All participants have previously interacted with similar systems.
  57. Also be by students at the university.
  58. What is important for us and I want to point
  59. out, is that preschoolers in Romanian education system cannot read
  60. or write and read, possess the skills to communicate their
  61. opinion on product.
  62. This makes preschoolers an age group that require extensive attention
  63. when adopting traditional usability evaluation methods because of their short
  64. attention span and their tendency to please adults taking into
  65. consideration researchers.
  66. Guidelines into organizing testing sessions with Children are valuation consisted
  67. of Six Steps introduction, Ah, warm obsession, the actual play
  68. session, the administration Off Smile You Meters, a post test
  69. interview and the evaluation of emotions.
  70. The session has been performed in the kindergarden in a
  71. quiet room where there were no other Children.
  72. To distract the participants, the computer game was accessible, using
  73. one laptop and the mouths.
  74. The minimal devices necessary to use the game for the
  75. play testing session after listening for the story.
  76. It's Child shows one or two games out of the
  77. four available While they were interacted with the system, we
  78. automatically captured pictures with Children's faces using the integrated laptop
  79. camera. These are the pictures that were further analysed for
  80. emotion detection.
  81. Now that we have an understanding on how the case
  82. study was performed, I want to share with you insights
  83. off our results.
  84. In order to achieve a clean comparison, we will go
  85. over each of elevation method.
  86. Asking Children additional questions after the session can be a
  87. challenge. They might not want to spend extra time after
  88. playing. Therefore, we kept the questions easy and short.
  89. Also, we avoided the personalized or in the right questions
  90. such as, I would like to know if you like
  91. playing this game and chose questions such as Would you
  92. like to play this game again with your best friend?
  93. Childrens feedback was positive.
  94. All of them said they will tell their parents about
  95. the game, and all of them were curious about other
  96. gains as well.
  97. The other traditional method of evaluation was the use of
  98. smiling meters value meters are a common way to allow
  99. Children to express their attitude toward the product and measure
  100. satisfaction and fun as it is.
  101. Is it a complete and requires no writing for the
  102. Children? All our participants chose happy faces.
  103. Okay, I've explained how we apply traditional methods adapted to
  104. preschoolers. Now here comes our idea in play, using face
  105. detection and emotion recognition as an evaluation.
  106. Math. During the play testing session, 140 pictures were automatically
  107. taken using the laptop camera while Children were interacting with
  108. the story telling system I described earlier after the session,
  109. we analyzed all those pictures using Google Club Visionary for
  110. this analysis, we built a small tool to make our
  111. job easier in obtaining and visualizing the data.
  112. We use Division Ah AP eyes label and face detection
  113. features. Along with detecting labels and facial attributes, the A
  114. P I also provides emotional likelihood for the four basic
  115. emotions joy, sorrow, anger and surprise.
  116. Looking at results after applying global detection, a surprisingly large
  117. number of pictures have been labeled with smile 91 pictures
  118. representing 65% off the total number of pictures from all
  119. of this, though only three pictures have been labeled with
  120. joy with height accuracy.
  121. Still, we consider the results being encouraging and convergent toe
  122. our findings from applying other assessment approaches.
  123. In the interpretation of these results, there are three main
  124. things to consider faced.
  125. The number off pictures labelled with joy.
  126. Second, the lack of negative emotions and, third, the algorithm
  127. accuracy as the Children were engaged in a learning process
  128. mediated by technology.
  129. It is normal to be focused on listening to the
  130. task statements and on performing the interaction required to solve
  131. these tasks so their faces might not look joyful.
  132. This is why the lack of negative emotions throughout all
  133. the pictures was extremely relevant for us.
  134. It means that the user did not feel frustrated or
  135. angry at any time while interacting with the application tackling
  136. the algorithm accuracy, I want to mention a major limitation
  137. of the Google vision, a p I.
  138. That is that if no specific emotion from this for
  139. available can be detected with high confidence, data can combine
  140. list if it cannot categorize the emotion, the A P
  141. I returns very unlikely.
  142. The limited emotional range does not make the comparison completely
  143. fair. However, deciding whether faces happier, surprised, angry or confused,
  144. said, or calm can be a difficult job even for
  145. adults. To quickly recap.
  146. In this presentation, I described our attempt of using an
  147. automatic tool to identify Children's emotion while interacting with digital
  148. story application.
  149. After applying the tools over the set of pictures, we
  150. discovered that most of the time Children had a great
  151. time interacting with our application.
  152. I would like to summarize by saying that face detection
  153. brings great potential in usability testing with preschoolers, as long
  154. as the products tested are suitable for the age and
  155. their abilities.
  156. Indeed, there are some limitations when working with Children.
  157. Since facial expressions production is influenced both by age and
  158. by gender, though the use of an automatic tool to
  159. complete the image on user satisfaction is promising in the
  160. future, we intend to include other information in our evaluation,
  161. like hand gestures, voice recognition or posture, use other tools
  162. to compare the results, include more participants and develop a
  163. chrome extension that can be attached to anywhere application.
  164. The track user inputs, such as drag and drop clicks,
  165. browser actions along with real time emotion detection.
  166. That concludes my talk for today.
  167. If you have any questions, do not hesitate to contact
  168. us. I sincerely appreciate that.
  169. I've had the opportunity to present this.
  170. You and I want to finish by thanking you for
  171. your attention.