“I’m a Fish!”: Exploring Children’s Engagement with Human–Data Interactions in Museums
Abstract
1. Introduction
2. Background
2.1. Embodied Interaction
2.2. Human–Data Interaction (HDI)
2.3. Public Interactive Displays
2.4. Social Learning
2.5. Children’s Experience in Museums
3. Materials and Methods
3.1. Our HDI Prototype
3.1.1. Data Visualization Scenarios
- 1.
- Fish Endangerment Scenario
- 2.
- Water Access Scenario
3.1.2. Software Description and Content
3.1.3. Hardware Description and Setup
3.2. Participants
3.3. Observations and Analysis Methods
3.3.1. Screen Captures
3.3.2. Camera Footage Recordings
3.4. Research Questions
- RQ1. How do children interact socially and physically with data-centric interactive displays in a museum setting?
- RQ2. What hindered children’s engagement with the data on display?
4. Results
4.1. RQ1. How Do Children Interact Socially and Physically with Data-Centric Interactive Displays in a Museum Setting?
- Peer Instruction
25:30: A moderator asks the group, “Who has the hat?”, instructing the teens on how to interact with the display. Initially confused, the group does not follow the gesture instructions.
One girl then takes the initiative, creating her own gesture by opening her arms and leading the others.
They immediately follow her cues, waving and jumping in front of the screen, experimenting with their positioning.
28:45: Another child, acting as the leader, calls to the others, “Guys, watch this!”, as he performs a swiping gesture to interact with the display.
The others mimic his actions, trying to swipe in unison. When a moderator explains that the child with the “fish on their head” is the controller, the other children actively support their peer, insisting, “Yes, you do, just swipe,” and demonstrating the gesture when their friend is unsure.
30:54: When another child receives control of the display, the group encourages him to “come closer” and “try swiping.”
- Moderators and Parents’ Guidance
5:44: Several kids tried to take control of the display, causing confusion.
Moderator: “The one with the fish on their head can swipe.”
Kid: “Where is the fish?”
Moderator: “It switched. You’ll gesture… now it’s the fish.”
Later, as more kids approached, the moderator stepped in again to clarify:
Moderator: “Whoever has the fish is in control.”
“1:04–6:25: A mother with two young children—Hannah, around 3–4 years old, and Iris, likely 2 years old—arrived at the display. The mother, immediately fascinated by the large screen, called out to her children, “Oh, Hannah, come here, look!” She waved at the screen and said excitedly, “Ohh, there you are. Heyyy,” as Hannah stepped in front of the screen and mimicked her gestures. The mother then asked, “What are you supposed to do? Do I spin?”
As the mother tried to figure out the controls, she started swinging her finger, mimicking a spinning action. The moderator intervened, explaining, “You can swipe.” The mother responded with, “Oh, swipe innnn,” demonstrating the action to Hannah. The moderator added, “You can also zoom in,” prompting the mother to say, “Oh, left, right. Oh, zoom in and out.” She continued to model the gestures for Hannah, who was now actively engaged with the display.
When a third child arrived and inquired, “Hey, what’s that?” while pointing at the screen, the moderator replied, “Hat.” The mother joined in, encouraging the child, “Do you want to swipe it?” As the child attempted to swipe but struggled, the moderator demonstrated, “Like that. To the right.” The mother reinforced this by saying, “There you go. See how it changed.”
Later, when Iris got too close to the camera, the mother directed her, “No touch, thank you,” and repositioned her children, saying, “Let Iris have one turn up front,” ensuring that each child had a fair chance to interact with the display. As the older sister returned to the screen, the mother reiterated, “Let’s go,” signaling the end of their session.”
- Taking Turns
- Solo Interaction with the Display: One Actor and Multiple Spectators
- Coordinated Team Efforts
- Role-Playing and Imagination
8:33: A group of older kids walks by the screen with their chaperone. One of the girls notices the display but doesn’t engage.
Another girl steps up and, seeing herself on the screen, starts walking as if on a runway.
A second girl joins her, role-playing, “Okay, guys, the forecast for today is... umm, cloudy, wet, well, not wet but... hmmm.”
They both look at the screen as she continues, “It’s cold and chilly, so kids may not be able to go outside. They might get cold and sick.”
Their chaperone calls, “Alright, girls, let’s go,” and they say goodbye, with one girl blowing kisses at the screen.
9:39: The girl turns back and blows another kiss to the camera before leaving.
4.2. RQ2. What Hindered Children’s Engagement with the Data on Display?
4.2.1. Barriers to Engaging with the Data
4.2.2. Technology Does Not Respond as Expected to Gestures and Body Movements
Ava steps up to the display and begins using gestures, but quickly encounters difficulties. She asks, “How do you rotate the steering wheel, like this or...?”
Moderator: “Yeah, yeah, small steering wheel-like movements.”
Ava tries again but seems confused. Moderator: “You can zoom in, zoom out.”
Ava continues to struggle, and after a few failed attempts, says to the display, “What’s wrong? Stop!” She laughs, adding, “I like you right there.”
Finally, after repeated attempts, she says, “Yes, I got it. Okay,” but her frustration is evident.
4.3. An Example of Children’s Interaction with the Display
An older child (7-8 years old) approaches the screen, sees her reflection, and exclaims, “Whaaaat?” She moves slowly side to side, testing the screen’s tracking.
Two women (likely moms) move closer. The child says, “Mom, I want to see what this is.” She gets closer, saying, “What’s this?” Another child (her friend) appears behind her and pushes her aside, saying, “I want to see.”
The moms tell the kids to back up.
The first child, who now has the hat with horns on the sides, says, “I’m a bull,” and they all laugh. Both kids stand in front of the screen, eyes fixed on it.
The second child says, “Why do I have the fire hydrant?” He pushes the first child again. The first child responds, “I’m the fire hydrant.”
They start jostling to get the hat. The first child says, “Switch already. How can we switch?” The second child replies, “It’s not a fire hydrant. It’s a water spell.” He points at the screen, saying, “You see that thing right here?”
The moms step in, “Don’t touch the screen.”
The second child repeats, “It’s a water spell.”
The facilitators arrive. “One at a time,” they instruct. “If you want to move the screen, you can swipe.”
The moms tell the kids, “One of you come here. One of you stay, okay? Try swiping.”
The facilitators demonstrate how to swipe.
“Jump once,” one facilitator instructs.
The first child jumps. The second child joins in, and they both start jumping. The first child counts, “1, 2, 3, and jump!” They laugh.
The moms remind them, “One at a time.”
The second child tells the first, “You get out of the way.”
The first child responds, “No, I’m a fish.”
The second child protests, “I want to be a fish. You go, go.”
The moms and facilitators repeat, “One at a time.”
The first child moves away while the second child continues. The moms show him how to use his hands to zoom in and out. “Now do this with your hands,” they say.
The second child ignores the instruction and jumps again.
The moms redirect, “Pay attention. Look, this way.”
The second child follows the hand motions, zooming in and out.
“There you go,” the moms say.
The facilitators show him how to turn the wheel, “Like driving a car.”
Everyone says, “Wow,” as they see the changes on the screen.
The moms express their delight, “Look at that.”
The child continues excitedly jumping. He jumps about 20 times.
The first child returns to the front and mimics the zooming and swiping gestures.
The moms conclude, “That’s cool.”
The group leaves.
5. Discussion
5.1. Implications for the Design of Human–Data Interaction (HDI) Installations “with” Children
5.2. Designing for Different Age Groups
5.3. Supporting Peer Collaboration
5.4. Facilitating Control and Taking Turns
5.5. Preventing Overcrowding
5.6. Supporting Play and Imagination with Data
6. Limitations and Future Work
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| HDI | Human–Data Interaction |
| PIDs | Public Interactive Displays |
| SDK | Software Development Kit |
| IRB | Institutional Review Board |
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| System Function | Gesture |
|---|---|
| Switch Dataset | Swipe or Jump |
| Rotate Globes | Using a steering wheel gesture |
| Zoom In or Out | Moving hands closer together or farther apart |
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Friedman, A.; Tazike, M.; Gokpinar Shelton, E.; Patel, N.; Alhakamy, A.; Cafaro, F. “I’m a Fish!”: Exploring Children’s Engagement with Human–Data Interactions in Museums. Appl. Sci. 2025, 15, 11304. https://doi.org/10.3390/app152111304
Friedman A, Tazike M, Gokpinar Shelton E, Patel N, Alhakamy A, Cafaro F. “I’m a Fish!”: Exploring Children’s Engagement with Human–Data Interactions in Museums. Applied Sciences. 2025; 15(21):11304. https://doi.org/10.3390/app152111304
Chicago/Turabian StyleFriedman, Adina, Mahya Tazike, Esen Gokpinar Shelton, Nachiketa Patel, A’aeshah Alhakamy, and Francesco Cafaro. 2025. "“I’m a Fish!”: Exploring Children’s Engagement with Human–Data Interactions in Museums" Applied Sciences 15, no. 21: 11304. https://doi.org/10.3390/app152111304
APA StyleFriedman, A., Tazike, M., Gokpinar Shelton, E., Patel, N., Alhakamy, A., & Cafaro, F. (2025). “I’m a Fish!”: Exploring Children’s Engagement with Human–Data Interactions in Museums. Applied Sciences, 15(21), 11304. https://doi.org/10.3390/app152111304

