This paper presents an overview of the research that I have conducted as part of my PhD studies. The aim of this research is to explore the potential of data physicalization to enhance and improve STEM learning. Specifically, this research is focused on exploring the ways in which physical data representations can be used to clarify dense scientific, technological, engineering or mathematical concepts, and support novel interactions to increase user engagement and learning. My aim is to achieve this through the design, deployment and evaluation of a series of data physicalizations representing STEM concepts and data sets.
{"title":"Exploring the Potential of Data Physicalization for STEM Learning","authors":"S. Hayes","doi":"10.1145/3173225.3173338","DOIUrl":"https://doi.org/10.1145/3173225.3173338","url":null,"abstract":"This paper presents an overview of the research that I have conducted as part of my PhD studies. The aim of this research is to explore the potential of data physicalization to enhance and improve STEM learning. Specifically, this research is focused on exploring the ways in which physical data representations can be used to clarify dense scientific, technological, engineering or mathematical concepts, and support novel interactions to increase user engagement and learning. My aim is to achieve this through the design, deployment and evaluation of a series of data physicalizations representing STEM concepts and data sets.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123452516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Algorithmic thinking is at the core of computational thinking. Tangible interactive solutions can help children develop algorithmic thinking skills. This paper focusses on exploratory research concerning tangibles for graph algorithmic thinking for primary and middle schools. By following an action-research process, tangibles evolved through prototyping and actions-studies. The paper overviews their evolution and delves into its most recent action: an ecological study with 8 middle school children, and 5 primary school children, using tangibles for graph algorithmic thinking. It ends by reflecting on results and future work.
{"title":"The Evolving Design of Tangibles for Graph Algorithmic Thinking","authors":"A. Bonani, V. D. Fatto, R. Gennari","doi":"10.1145/3173225.3173270","DOIUrl":"https://doi.org/10.1145/3173225.3173270","url":null,"abstract":"Algorithmic thinking is at the core of computational thinking. Tangible interactive solutions can help children develop algorithmic thinking skills. This paper focusses on exploratory research concerning tangibles for graph algorithmic thinking for primary and middle schools. By following an action-research process, tangibles evolved through prototyping and actions-studies. The paper overviews their evolution and delves into its most recent action: an ecological study with 8 middle school children, and 5 primary school children, using tangibles for graph algorithmic thinking. It ends by reflecting on results and future work.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114473595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We introduce and discuss the design and use of new tools for electronic textile making. Electronic textiles, or eTextiles, are increasingly produced and used in experimental interfaces, wearables, interior design, as well as in the education and maker cultures. However, the field relies on tools specific to either the textile or the electronic domain, neglecting the distinct requirements, and potentials, of their intersection. To address this gap, we explored the design of new tools, targeted at specific needs and use cases of electronic textile making and the materials used. Three resulting prototypes have been evaluated through use in both our own practice and among a group of experts in the field. Our findings show the importance of specialized tools for routines essential to the field eTextiles, their role for the emergence of new practices, as well as for the understanding of the discipline.
{"title":"Integrating Textile Materials with Electronic Making: Creating New Tools and Practices","authors":"I. Posch, G. Fitzpatrick","doi":"10.1145/3173225.3173255","DOIUrl":"https://doi.org/10.1145/3173225.3173255","url":null,"abstract":"We introduce and discuss the design and use of new tools for electronic textile making. Electronic textiles, or eTextiles, are increasingly produced and used in experimental interfaces, wearables, interior design, as well as in the education and maker cultures. However, the field relies on tools specific to either the textile or the electronic domain, neglecting the distinct requirements, and potentials, of their intersection. To address this gap, we explored the design of new tools, targeted at specific needs and use cases of electronic textile making and the materials used. Three resulting prototypes have been evaluated through use in both our own practice and among a group of experts in the field. Our findings show the importance of specialized tools for routines essential to the field eTextiles, their role for the emergence of new practices, as well as for the understanding of the discipline.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"24 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120921151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Diana Nowacka, Katrin Wolf, Enrico Costanza, David S. Kirk
Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interacting with autonomous technology in the office. Accordingly, we focused our attentions on one prevalent desktop object, an interactive lamp, with three actuated joints, which allowed us to explore the interaction space of such devices. We invited 13 participants to design and enact movements with the lamp to communicate 20 simple messages. We explored a subset of these generated gestures, using the lamp as a personal cueing device in an office setting with 14 new participants. We present our qualitative findings from both studies that let users imagine the usage of an interactive desktop lamp through actuation.
{"title":"Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp","authors":"Diana Nowacka, Katrin Wolf, Enrico Costanza, David S. Kirk","doi":"10.1145/3173225.3173227","DOIUrl":"https://doi.org/10.1145/3173225.3173227","url":null,"abstract":"Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interacting with autonomous technology in the office. Accordingly, we focused our attentions on one prevalent desktop object, an interactive lamp, with three actuated joints, which allowed us to explore the interaction space of such devices. We invited 13 participants to design and enact movements with the lamp to communicate 20 simple messages. We explored a subset of these generated gestures, using the lamp as a personal cueing device in an office setting with 14 new participants. We present our qualitative findings from both studies that let users imagine the usage of an interactive desktop lamp through actuation.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115612078","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Pollalis, E. Minor, Lauren Westendorf, W. Fahnbulleh, Isabella Virgilio, A. Kun, Orit Shaer
Technological advances offer new methods of representing physical objects in tangible and virtual forms. This study compares learning outcomes from 61 students as they interact with ancient Egyptian sculptures using three increasingly popular educational technologies: HoloLens AR headset, 3D model viewing website (SketchFab), and plastic extrusion 3D prints. We explored how differences in interaction styles affect the learning process, quantitative and qualitative learning outcomes, and critical analysis.
{"title":"Evaluating Learning with Tangible and Virtual Representations of Archaeological Artifacts","authors":"C. Pollalis, E. Minor, Lauren Westendorf, W. Fahnbulleh, Isabella Virgilio, A. Kun, Orit Shaer","doi":"10.1145/3173225.3173260","DOIUrl":"https://doi.org/10.1145/3173225.3173260","url":null,"abstract":"Technological advances offer new methods of representing physical objects in tangible and virtual forms. This study compares learning outcomes from 61 students as they interact with ancient Egyptian sculptures using three increasingly popular educational technologies: HoloLens AR headset, 3D model viewing website (SketchFab), and plastic extrusion 3D prints. We explored how differences in interaction styles affect the learning process, quantitative and qualitative learning outcomes, and critical analysis.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116362933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Markus Lorenz Schilling, Ron Wakkary, William Odom
This paper presents an analytical approach that we call the focus framework. The framework aids the analysis of the intended and unintended design attributes that emerge within a project's design process. The framework helps to reveal how prototypes and decision making interact together to shape the final design features and make visible the trajectory of central design attributes and unexplored alternatives. In this paper, we report on the framework and its development by way of a retrospective analysis of a tangible light installation we designed known as the Urban Data Posts. We see the potential for designers to use the focus framework as a post-mortem tool to retrospectively analyze their own work and thus inform their design practice. The knowledge gained through the analysis can then be applied in future projects more generatively.
{"title":"Focus Framework: Tracking Prototypes' Back-Talk","authors":"Markus Lorenz Schilling, Ron Wakkary, William Odom","doi":"10.1145/3173225.3173259","DOIUrl":"https://doi.org/10.1145/3173225.3173259","url":null,"abstract":"This paper presents an analytical approach that we call the focus framework. The framework aids the analysis of the intended and unintended design attributes that emerge within a project's design process. The framework helps to reveal how prototypes and decision making interact together to shape the final design features and make visible the trajectory of central design attributes and unexplored alternatives. In this paper, we report on the framework and its development by way of a retrospective analysis of a tangible light installation we designed known as the Urban Data Posts. We see the potential for designers to use the focus framework as a post-mortem tool to retrospectively analyze their own work and thus inform their design practice. The knowledge gained through the analysis can then be applied in future projects more generatively.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127741689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer
Crimson Wave is a personal tangible user interface that generates and displays information about its user's menstrual cycle. Basal Body Temperature (BBT) is an individual's temperature at rest, which fluctuates throughout menstruation. Crimson Wave tracks the user's BBT through the wearable armband and then displays the data visually on a separate smart mirror. Specifically, the mirror lights up a color corresponding to the menstrual stage the user is experiencing. Crimson Wave offers a novel method of keeping track of one's health and integrating one's own menstrual information seamlessly into daily life. The combination of live and aggregated personalized data helps users optimize each day. Crimson Wave is helpful to people who are interested in being more informed about their cycles, especially when they are irregular. In this paper, we describe the concept behind Crimson Wave, as well as its implementation and iterations.
{"title":"Crimson Wave: Shedding Light on Menstrual Health","authors":"Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer","doi":"10.1145/3173225.3173292","DOIUrl":"https://doi.org/10.1145/3173225.3173292","url":null,"abstract":"Crimson Wave is a personal tangible user interface that generates and displays information about its user's menstrual cycle. Basal Body Temperature (BBT) is an individual's temperature at rest, which fluctuates throughout menstruation. Crimson Wave tracks the user's BBT through the wearable armband and then displays the data visually on a separate smart mirror. Specifically, the mirror lights up a color corresponding to the menstrual stage the user is experiencing. Crimson Wave offers a novel method of keeping track of one's health and integrating one's own menstrual information seamlessly into daily life. The combination of live and aggregated personalized data helps users optimize each day. Crimson Wave is helpful to people who are interested in being more informed about their cycles, especially when they are irregular. In this paper, we describe the concept behind Crimson Wave, as well as its implementation and iterations.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127226185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
TUIst is an interactive game board that hopes to improve collaboration and team building. Based on the familiar and popular game of Twister, TUIst is an interface of multiple circles that have lights and sounds mapped to the sensors to create an audible and visual reaction when an object (most likely a foot or hand) is placed on the corresponding circle. The game controller will allow for audience interception and participation; they will be able to change the rules of how the game is played, such as making players place their right hand on any red circle. This will increase the difficulty of the game. Our hope is that this board will be incorporated in popular and busy spaces, such as campus centers and offices. Our goal is to create an interface that will help foster engagement in communities.
{"title":"TUIst: A Collaborative and Computationally Enhanced Game Board","authors":"T. Garcia, Shannon Brown, Siona Dev","doi":"10.1145/3173225.3173282","DOIUrl":"https://doi.org/10.1145/3173225.3173282","url":null,"abstract":"TUIst is an interactive game board that hopes to improve collaboration and team building. Based on the familiar and popular game of Twister, TUIst is an interface of multiple circles that have lights and sounds mapped to the sensors to create an audible and visual reaction when an object (most likely a foot or hand) is placed on the corresponding circle. The game controller will allow for audience interception and participation; they will be able to change the rules of how the game is played, such as making players place their right hand on any red circle. This will increase the difficulty of the game. Our hope is that this board will be incorporated in popular and busy spaces, such as campus centers and offices. Our goal is to create an interface that will help foster engagement in communities.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129954190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The Bronze Key art installation is the result of performative re-materializations of bodily data. This collaborative experiment in data encryption expands research into practices of archiving and critical discourses around open data. It integrates bodily movement, motion capture and Virtual Reality (VR) with a critical awareness of data trails and data protection. A symmetric cryptosystem was enacted producing a post-digital cipher system, along with archival artefacts of the encryption process. Material components for inclusion in the TEI Arts Track include: an audio file of text to speech of the raw motion capture data from the original movement sequence on cassette tape (The Plaintext), a 3D printed bronze shape produced from a motion captured gesture (The Encryption Key), and a printed book containing the scrambled motion capture data (The Ciphertext).
青铜钥匙艺术装置是对身体数据进行表演性再物化的结果。这个数据加密的合作实验将研究扩展到存档实践和围绕开放数据的关键话语。它将身体运动,动作捕捉和虚拟现实(VR)与数据跟踪和数据保护的关键意识相结合。一个对称密码系统被制定为产生后数字密码系统,以及加密过程的存档工件。TEI Arts Track中包含的材料组件包括:盒式磁带上原始运动序列的原始动作捕捉数据的文本到语音的音频文件(明文),由动作捕捉手势产生的3D打印青铜形状(加密密钥),以及包含打乱动作捕捉数据的印刷书籍(密文)。
{"title":"The Bronze Key: Performing Data Encryption","authors":"S. Kozel, Ruth Gibson, B. Martelli","doi":"10.1145/3173225.3173306","DOIUrl":"https://doi.org/10.1145/3173225.3173306","url":null,"abstract":"The Bronze Key art installation is the result of performative re-materializations of bodily data. This collaborative experiment in data encryption expands research into practices of archiving and critical discourses around open data. It integrates bodily movement, motion capture and Virtual Reality (VR) with a critical awareness of data trails and data protection. A symmetric cryptosystem was enacted producing a post-digital cipher system, along with archival artefacts of the encryption process. Material components for inclusion in the TEI Arts Track include: an audio file of text to speech of the raw motion capture data from the original movement sequence on cassette tape (The Plaintext), a 3D printed bronze shape produced from a motion captured gesture (The Encryption Key), and a printed book containing the scrambled motion capture data (The Ciphertext).","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131640024","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Privacy notices aim to make users aware of personal data gathered and processed by a system. Body-worn cameras currently lack suitable design strategies for privacy notices that announce themselves and their actions tosecondary andincidental users, such as bystanders, when they are being used in public. Hypothesizing that the commonly used status LED is not optimal for this use case, due to being not sufficiently understandable, noticeable, secure and trustworthy, we explore design requirements of privacy notices for body-worn cameras. Following a two-step approach, we contribute incentives for design alternatives to status LEDs: Starting from 8 design sessions with experts, we discuss 8 physical design artifacts, as well as design strategies and key motives. Finally, we derive design recommendations of the proposed solutions, which we back based on an evaluation with 12 UX & HCI experts.
{"title":"Beyond LED Status Lights - Design Requirements of Privacy Notices for Body-worn Cameras","authors":"Marion Koelle, Katrin Wolf, Susanne CJ Boll","doi":"10.1145/3173225.3173234","DOIUrl":"https://doi.org/10.1145/3173225.3173234","url":null,"abstract":"Privacy notices aim to make users aware of personal data gathered and processed by a system. Body-worn cameras currently lack suitable design strategies for privacy notices that announce themselves and their actions tosecondary andincidental users, such as bystanders, when they are being used in public. Hypothesizing that the commonly used status LED is not optimal for this use case, due to being not sufficiently understandable, noticeable, secure and trustworthy, we explore design requirements of privacy notices for body-worn cameras. Following a two-step approach, we contribute incentives for design alternatives to status LEDs: Starting from 8 design sessions with experts, we discuss 8 physical design artifacts, as well as design strategies and key motives. Finally, we derive design recommendations of the proposed solutions, which we back based on an evaluation with 12 UX & HCI experts.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131951188","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}