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 00:00 - 00:03 Hello. My name is Alexander three and I want to 00:03 - 00:06 begin by thanking you for taking the time towards this 00:06 - 00:10 presentation. I'm grateful that the conference has not been canceled 00:10 - 00:14 in spite of these difficult pandemic situation today, I want 00:14 - 00:17 us to go together through our experience report towards preschoolers 00:18 - 00:20 Automatic satisfaction assessment. 00:21 - 00:23 In the first part, I'm going to say if you 00:23 - 00:25 were there in our approach, then in second part we 00:26 - 00:29 will dive in your case study and after that you 00:29 - 00:30 will learn about our results. 00:31 - 00:33 Well, at the end, I want to point out how 00:33 - 00:38 we're planning to improve and extend our idea conducted with 00:39 - 00:40 them. Babbage Boy, University of Krishna Polka. 00:41 - 00:44 Together with my teachers Adrianna Grande Angry good Attackers, Your 00:44 - 00:47 car. We performed a case study where we endeavoured into 00:48 - 00:50 integrating automatic emotion detection. 00:51 - 00:55 In the usability assessment process, we come together as researchers 00:56 - 00:59 who strive to integrate new technology into traditional way of 00:59 - 01:00 doing things. 01:00 - 01:04 On top of that, as professionals, we tackle user centered 01:04 - 01:08 design, whereas in Rohloff, parents were sick to raise tax 01:08 - 01:09 a V and tax eight Children. 01:11 - 01:14 What motivates us is the desire to enable education to 01:15 - 01:18 embrace technology by finding ways to build up to the 01:18 - 01:19 D off Children first design. 01:21 - 01:23 Now let's move on to the next topic. 01:25 - 01:28 In this case, study went on to compare results of 01:28 - 01:33 traditional usability testing methods such as observation post interview questions 01:34 - 01:37 and smile you meters with the automatic assessment off Children 01:38 - 01:42 emotions while they are exposed to an interactive applications the 01:42 - 01:44 application have chosen for our case. 01:44 - 01:45 Study is a storytelling game. 01:47 - 01:50 The system includes a digital storytelling part and a consolidation 01:51 - 01:53 part in the shape of four games. 01:54 - 01:56 We developed the system in the past by applying participatory 01:57 - 01:59 design and user centered design. 02:00 - 02:03 The system is there steam for Children aged 5 to 02:03 - 02:07 6 years attending the public formal preschool education system. 02:08 - 02:11 Its purpose is to provide a new directive way of 02:11 - 02:12 understanding in your story. 02:13 - 02:17 The application introduces Children into the story world, providing support 02:18 - 02:23 for consolidating knowledge from different domains, mathematics, natural sciences, language 02:24 - 02:24 and communication. 02:26 - 02:28 So let's look at one game as an example. 02:29 - 02:30 The mathematics came. 02:31 - 02:35 Children are prompted with a few questions, each question having 02:35 - 02:36 three possible answers. 02:37 - 02:40 The tasks are to compute the sum or difference off 02:40 - 02:42 the number of the animals on the screen. 02:43 - 02:46 Each task has explained the Children using audio off course. 02:46 - 02:48 The complexity is chosen. 02:48 - 02:52 Taking into consideration Children abilities, they just need to come 02:52 - 02:53 up to maximum 10. 02:55 - 02:59 The usability evaluation was conducted with five kindergarden Children aged 02:59 - 03:00 56 years. 03:01 - 03:04 All participants have previously interacted with similar systems. 03:05 - 03:07 Also be by students at the university. 03:09 - 03:11 What is important for us and I want to point 03:12 - 03:16 out, is that preschoolers in Romanian education system cannot read 03:17 - 03:19 or write and read, possess the skills to communicate their 03:20 - 03:20 opinion on product. 03:21 - 03:25 This makes preschoolers an age group that require extensive attention 03:26 - 03:30 when adopting traditional usability evaluation methods because of their short 03:30 - 03:37 attention span and their tendency to please adults taking into 03:37 - 03:38 consideration researchers. 03:39 - 03:44 Guidelines into organizing testing sessions with Children are valuation consisted 03:44 - 03:50 of Six Steps introduction, Ah, warm obsession, the actual play 03:50 - 03:54 session, the administration Off Smile You Meters, a post test 03:55 - 03:57 interview and the evaluation of emotions. 03:58 - 04:01 The session has been performed in the kindergarden in a 04:01 - 04:04 quiet room where there were no other Children. 04:04 - 04:08 To distract the participants, the computer game was accessible, using 04:08 - 04:09 one laptop and the mouths. 04:10 - 04:13 The minimal devices necessary to use the game for the 04:13 - 04:16 play testing session after listening for the story. 04:17 - 04:20 It's Child shows one or two games out of the 04:20 - 04:23 four available While they were interacted with the system, we 04:24 - 04:28 automatically captured pictures with Children's faces using the integrated laptop 04:29 - 04:33 camera. These are the pictures that were further analysed for 04:33 - 04:33 emotion detection. 04:36 - 04:39 Now that we have an understanding on how the case 04:39 - 04:42 study was performed, I want to share with you insights 04:42 - 04:43 off our results. 04:44 - 04:47 In order to achieve a clean comparison, we will go 04:47 - 04:49 over each of elevation method. 04:51 - 04:55 Asking Children additional questions after the session can be a 04:55 - 04:58 challenge. They might not want to spend extra time after 04:58 - 05:02 playing. Therefore, we kept the questions easy and short. 05:02 - 05:05 Also, we avoided the personalized or in the right questions 05:06 - 05:08 such as, I would like to know if you like 05:08 - 05:11 playing this game and chose questions such as Would you 05:12 - 05:14 like to play this game again with your best friend? 05:15 - 05:16 Childrens feedback was positive. 05:17 - 05:19 All of them said they will tell their parents about 05:19 - 05:21 the game, and all of them were curious about other 05:22 - 05:22 gains as well. 05:23 - 05:27 The other traditional method of evaluation was the use of 05:27 - 05:31 smiling meters value meters are a common way to allow 05:31 - 05:35 Children to express their attitude toward the product and measure 05:35 - 05:37 satisfaction and fun as it is. 05:37 - 05:40 Is it a complete and requires no writing for the 05:40 - 05:43 Children? All our participants chose happy faces. 05:45 - 05:49 Okay, I've explained how we apply traditional methods adapted to 05:49 - 05:54 preschoolers. Now here comes our idea in play, using face 05:54 - 05:57 detection and emotion recognition as an evaluation. 05:58 - 06:03 Math. During the play testing session, 140 pictures were automatically 06:04 - 06:08 taken using the laptop camera while Children were interacting with 06:09 - 06:13 the story telling system I described earlier after the session, 06:13 - 06:18 we analyzed all those pictures using Google Club Visionary for 06:18 - 06:20 this analysis, we built a small tool to make our 06:21 - 06:23 job easier in obtaining and visualizing the data. 06:24 - 06:28 We use Division Ah AP eyes label and face detection 06:28 - 06:32 features. Along with detecting labels and facial attributes, the A 06:32 - 06:36 P I also provides emotional likelihood for the four basic 06:36 - 06:40 emotions joy, sorrow, anger and surprise. 06:42 - 06:48 Looking at results after applying global detection, a surprisingly large 06:48 - 06:52 number of pictures have been labeled with smile 91 pictures 06:53 - 06:57 representing 65% off the total number of pictures from all 06:57 - 07:01 of this, though only three pictures have been labeled with 07:01 - 07:02 joy with height accuracy. 07:04 - 07:08 Still, we consider the results being encouraging and convergent toe 07:09 - 07:11 our findings from applying other assessment approaches. 07:13 - 07:17 In the interpretation of these results, there are three main 07:17 - 07:19 things to consider faced. 07:20 - 07:22 The number off pictures labelled with joy. 07:22 - 07:26 Second, the lack of negative emotions and, third, the algorithm 07:27 - 07:30 accuracy as the Children were engaged in a learning process 07:30 - 07:31 mediated by technology. 07:32 - 07:35 It is normal to be focused on listening to the 07:35 - 07:39 task statements and on performing the interaction required to solve 07:39 - 07:42 these tasks so their faces might not look joyful. 07:43 - 07:46 This is why the lack of negative emotions throughout all 07:47 - 07:49 the pictures was extremely relevant for us. 07:50 - 07:53 It means that the user did not feel frustrated or 07:53 - 07:57 angry at any time while interacting with the application tackling 07:58 - 08:02 the algorithm accuracy, I want to mention a major limitation 08:02 - 08:04 of the Google vision, a p I. 08:04 - 08:07 That is that if no specific emotion from this for 08:08 - 08:12 available can be detected with high confidence, data can combine 08:12 - 08:16 list if it cannot categorize the emotion, the A P 08:16 - 08:17 I returns very unlikely. 08:18 - 08:21 The limited emotional range does not make the comparison completely 08:22 - 08:27 fair. However, deciding whether faces happier, surprised, angry or confused, 08:28 - 08:31 said, or calm can be a difficult job even for 08:31 - 08:34 adults. To quickly recap. 08:35 - 08:39 In this presentation, I described our attempt of using an 08:39 - 08:43 automatic tool to identify Children's emotion while interacting with digital 08:44 - 08:44 story application. 08:46 - 08:49 After applying the tools over the set of pictures, we 08:49 - 08:52 discovered that most of the time Children had a great 08:52 - 08:54 time interacting with our application. 08:55 - 08:58 I would like to summarize by saying that face detection 08:59 - 09:03 brings great potential in usability testing with preschoolers, as long 09:04 - 09:07 as the products tested are suitable for the age and 09:07 - 09:07 their abilities. 09:08 - 09:12 Indeed, there are some limitations when working with Children. 09:12 - 09:17 Since facial expressions production is influenced both by age and 09:17 - 09:20 by gender, though the use of an automatic tool to 09:20 - 09:25 complete the image on user satisfaction is promising in the 09:25 - 09:30 future, we intend to include other information in our evaluation, 09:31 - 09:35 like hand gestures, voice recognition or posture, use other tools 09:35 - 09:40 to compare the results, include more participants and develop a 09:40 - 09:43 chrome extension that can be attached to anywhere application. 09:44 - 09:46 The track user inputs, such as drag and drop clicks, 09:47 - 09:50 browser actions along with real time emotion detection. 09:52 - 09:54 That concludes my talk for today. 09:55 - 09:57 If you have any questions, do not hesitate to contact 09:57 - 10:00 us. I sincerely appreciate that. 10:00 - 10:01 I've had the opportunity to present this. 10:02 - 10:04 You and I want to finish by thanking you for 10:04 - 10:04 your attention.
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