Sidhant Goyal, R. S. Vijay, Charu Monga, P. Kalita
The extensive research in the domain of computational thinking has identified itself as one of the critical skills that needs to be a part of regular K-12 curriculum. However, most of the tangible computational thinking toolkits that are being developed are bulky and expensive to be deployed in classroom environments. In this paper we present Code Bits, a paper based tangible computational thinking toolkit that is inexpensive, portable and scalable. The students create programs using the tangible paper bits on any flat surface and use the Code Bits mobile application to process the code, which runs on any android device with a camera and uses augmented reality based games to improve the computational thinking skills of the students. The toolkit has been designed in way so as to promote collaboration amongst students.
{"title":"Code Bits: An Inexpensive Tangible Computational Thinking Toolkit For K-12 Curriculum","authors":"Sidhant Goyal, R. S. Vijay, Charu Monga, P. Kalita","doi":"10.1145/2839462.2856541","DOIUrl":"https://doi.org/10.1145/2839462.2856541","url":null,"abstract":"The extensive research in the domain of computational thinking has identified itself as one of the critical skills that needs to be a part of regular K-12 curriculum. However, most of the tangible computational thinking toolkits that are being developed are bulky and expensive to be deployed in classroom environments. In this paper we present Code Bits, a paper based tangible computational thinking toolkit that is inexpensive, portable and scalable. The students create programs using the tangible paper bits on any flat surface and use the Code Bits mobile application to process the code, which runs on any android device with a camera and uses augmented reality based games to improve the computational thinking skills of the students. The toolkit has been designed in way so as to promote collaboration amongst students.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"258 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116202594","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}
Hyunjoo Oh, J. Harriman, Abhishek Narula, M. Gross, M. Eisenberg, S. Hsi
We present a kit comprising cardboard mechanical components and a custom printed circuit board, designed to support novices in building computational percussive instruments with everyday materials. We set three design criteria: accessibility, adaptability, and expressivity. We conducted two workshops with experts and novices to assess the usability of our kit and observe the variety of constructions that users make. The kit enabled both experts and novices to build working instruments and to explore creative experimentation with different materials and objects.
{"title":"Crafting Mechatronic Percussion with Everyday Materials","authors":"Hyunjoo Oh, J. Harriman, Abhishek Narula, M. Gross, M. Eisenberg, S. Hsi","doi":"10.1145/2839462.2839474","DOIUrl":"https://doi.org/10.1145/2839462.2839474","url":null,"abstract":"We present a kit comprising cardboard mechanical components and a custom printed circuit board, designed to support novices in building computational percussive instruments with everyday materials. We set three design criteria: accessibility, adaptability, and expressivity. We conducted two workshops with experts and novices to assess the usability of our kit and observe the variety of constructions that users make. The kit enabled both experts and novices to build working instruments and to explore creative experimentation with different materials and objects.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126778950","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}
Dorothé Smit, D. Oogjes, Bruna Goveia da Rocha, A. Trotto, Y. Hur, Caroline Hummels
In this paper, we show the development of the Ideating in Skills (IiS) toolset: an embodied design tool aimed at supporting co-design processes. The iterative process of developing the toolset was carried out by students. They worked individually at first, exploring their own skills and moods through movement, visualisations and poetry. These explorations were translated into objects that were able to communicate and connect with each other. In each iteration, the design of the qualities of these connections was based on the findings of the previous explorations. After several individual and team-based iterations, a final toolset was collaboratively created and evaluated in various short design sessions. Based on the potential of the first version of the toolset, a second version was created that is currently used and tested in one-on-one settings all over the world and in multi-stakeholder settings in a creative hub in Sweden.
{"title":"Ideating in Skills: Developing Tools for Embodied Co-Design","authors":"Dorothé Smit, D. Oogjes, Bruna Goveia da Rocha, A. Trotto, Y. Hur, Caroline Hummels","doi":"10.1145/2839462.2839497","DOIUrl":"https://doi.org/10.1145/2839462.2839497","url":null,"abstract":"In this paper, we show the development of the Ideating in Skills (IiS) toolset: an embodied design tool aimed at supporting co-design processes. The iterative process of developing the toolset was carried out by students. They worked individually at first, exploring their own skills and moods through movement, visualisations and poetry. These explorations were translated into objects that were able to communicate and connect with each other. In each iteration, the design of the qualities of these connections was based on the findings of the previous explorations. After several individual and team-based iterations, a final toolset was collaboratively created and evaluated in various short design sessions. Based on the potential of the first version of the toolset, a second version was created that is currently used and tested in one-on-one settings all over the world and in multi-stakeholder settings in a creative hub in Sweden.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126068803","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}
Many current wearables have a technology-driven background: the focus is primarily on functionality, while their possible personal and social-cultural value is underappreciated. We think that developing wearables from a jewellery perspective can compensate for this. The personal and social cultural values embodied by traditional jewellery are often tightly connected to their function as memento. In this paper we reflect from a jewellery perspective, a memory-studies perspective and a TEI-perspective on three design proposals for interactive jewellery. We identify 1) drawing inspiration from interaction with traditional jewellery, 2) using relatively simple technology with high experiential qualities, 3) abstract and poetic data representation and 4) storing data uniquely on the digital jewel as possible design directions.
{"title":"Interactive Jewellery: a design exploration","authors":"M. Versteeg, E. V. D. Hoven, Caroline Hummels","doi":"10.1145/2839462.2839504","DOIUrl":"https://doi.org/10.1145/2839462.2839504","url":null,"abstract":"Many current wearables have a technology-driven background: the focus is primarily on functionality, while their possible personal and social-cultural value is underappreciated. We think that developing wearables from a jewellery perspective can compensate for this. The personal and social cultural values embodied by traditional jewellery are often tightly connected to their function as memento. In this paper we reflect from a jewellery perspective, a memory-studies perspective and a TEI-perspective on three design proposals for interactive jewellery. We identify 1) drawing inspiration from interaction with traditional jewellery, 2) using relatively simple technology with high experiential qualities, 3) abstract and poetic data representation and 4) storing data uniquely on the digital jewel as possible design directions.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126396567","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}
This paper presents a study on children's play with tangible, interactive objects called MagicBuns. The aim of this study was to examine the support of different combinations of tangible feedback on different play behaviors and forms of play related to the different development stages of children. Furthermore, a comparison of the play behavior was made between children within the age category four till six and children in the age category ten till twelve years old. Creating guidelines for designing play objects which can grow along with the children. For this study MagicBuns were developed, that through rolling or shaking vibrate, create sounds or change color. Eighty children played in small groups in three different play sessions with these objects. These sessions showed that younger children engage more in parallel play, making use of one feedback modality and simple interaction rules, while older children prefer more complexity. They integrate multiple interaction rules and feedback modalities in their games.
{"title":"Tangible Play Objects: Influence of Different Combinations of Feedback Modalities","authors":"H. H. V. Huysduynen, Linda De Valk, M. M. Bekker","doi":"10.1145/2839462.2839492","DOIUrl":"https://doi.org/10.1145/2839462.2839492","url":null,"abstract":"This paper presents a study on children's play with tangible, interactive objects called MagicBuns. The aim of this study was to examine the support of different combinations of tangible feedback on different play behaviors and forms of play related to the different development stages of children. Furthermore, a comparison of the play behavior was made between children within the age category four till six and children in the age category ten till twelve years old. Creating guidelines for designing play objects which can grow along with the children. For this study MagicBuns were developed, that through rolling or shaking vibrate, create sounds or change color. Eighty children played in small groups in three different play sessions with these objects. These sessions showed that younger children engage more in parallel play, making use of one feedback modality and simple interaction rules, while older children prefer more complexity. They integrate multiple interaction rules and feedback modalities in their games.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123517900","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}
In this paper we propose a basic form language for shape-changing forms that work independently of materials and contexts of use. This form language is meant to inform design practice and therefore it is essential that it is easily graspable and available. Instead of relying on post analyses and abstract concepts, the basic form language we propose has the potential to become a vernacular that is relevant for practitioners. We derive at the language through looking towards adjacent fields of architecture and industrial design as well as through our own practice. We qualify the relevancy of the language in three ways: through using it in practice both as generative for our designs, as means to communicate with external collaborators, and finally we demonstrate its analytical power through analyzing three shape-changing interfaces made by others.
{"title":"A Basic Form Language for Shape-Changing Interfaces","authors":"Morten Winther, Anna Vallgårda","doi":"10.1145/2839462.2839496","DOIUrl":"https://doi.org/10.1145/2839462.2839496","url":null,"abstract":"In this paper we propose a basic form language for shape-changing forms that work independently of materials and contexts of use. This form language is meant to inform design practice and therefore it is essential that it is easily graspable and available. Instead of relying on post analyses and abstract concepts, the basic form language we propose has the potential to become a vernacular that is relevant for practitioners. We derive at the language through looking towards adjacent fields of architecture and industrial design as well as through our own practice. We qualify the relevancy of the language in three ways: through using it in practice both as generative for our designs, as means to communicate with external collaborators, and finally we demonstrate its analytical power through analyzing three shape-changing interfaces made by others.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125259912","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}
Eva Lenz, Marc Hassenzahl, Wasili Adamow, Patrick Beedgen, Kirstin Kohler, Thies Schneider
Designing for technology-mediated relatedness (i.e., closeness, togetherness over a distance) is challenging. It requires a wellbeing-driven approach, which focuses on the subtle modulation of everyday practices and the creation of positive and meaningful experiences throughout the day. Based on an ongoing project, we tell four stories. Each is about a family, their particular relationships as well as current practices of feeling close, and our suggestion of how to inject new or improved ways of feeling close into their everyday life through technology. Each suggestion (i.e., concept) is used by the families at the moment.
{"title":"Four Stories About Feeling Close Over A Distance","authors":"Eva Lenz, Marc Hassenzahl, Wasili Adamow, Patrick Beedgen, Kirstin Kohler, Thies Schneider","doi":"10.1145/2839462.2856523","DOIUrl":"https://doi.org/10.1145/2839462.2856523","url":null,"abstract":"Designing for technology-mediated relatedness (i.e., closeness, togetherness over a distance) is challenging. It requires a wellbeing-driven approach, which focuses on the subtle modulation of everyday practices and the creation of positive and meaningful experiences throughout the day. Based on an ongoing project, we tell four stories. Each is about a family, their particular relationships as well as current practices of feeling close, and our suggestion of how to inject new or improved ways of feeling close into their everyday life through technology. Each suggestion (i.e., concept) is used by the families at the moment.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129862125","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 present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.
{"title":"From Patchwork to Appliqué: Reflections from an Interaction Design Remake","authors":"Moa Bergsmark, Ylva Fernaeus","doi":"10.1145/2839462.2839473","DOIUrl":"https://doi.org/10.1145/2839462.2839473","url":null,"abstract":"We present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131622934","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}
UPDATED---December 23, 2015. This paper describes a new way to experience storytime using light. The goal is to enhance the traditional way of storytime by designing a device that a story reader can use to control coloured lighting (Philips Hue lights) that is congruent to the storyline. The effect of the light is meant to engage the children and encourage further reading behaviour. The lighting design was developed as a result of evaluations with story readers and a co-creation workshop with children.
{"title":"Storytime with Hue: An Innovative Approach to Storytelling Where Storytellers Control a Dynamic Lighting Environment","authors":"Catherine Downey, Sherin Kamel","doi":"10.1145/2839462.2856543","DOIUrl":"https://doi.org/10.1145/2839462.2856543","url":null,"abstract":"UPDATED---December 23, 2015. This paper describes a new way to experience storytime using light. The goal is to enhance the traditional way of storytime by designing a device that a story reader can use to control coloured lighting (Philips Hue lights) that is congruent to the storyline. The effect of the light is meant to engage the children and encourage further reading behaviour. The lighting design was developed as a result of evaluations with story readers and a co-creation workshop with children.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"257 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132461018","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}
Reflection gives insight, supports action and can improve wellbeing. People might want to reflect more often for these benefits, but find it difficult to do so in everyday life. Research in HCI has shown the potential of systems to support reflection in different contexts. In this paper we present a design space for supporting everyday life reflection. We produced a workbook with a selection of conceptual design proposals, which show how systems can take different roles in the process of reflection: triggering, supporting and capturing. We describe a design space with two dimensions by combining these roles with strategies found in literature. We contribute to the extensive body of work on reflection by outlining how design for everyday life reflection requires a focus on more holistic reflection, design with openness and integration in everyday life.
{"title":"Technologies for Everyday Life Reflection: Illustrating a Design Space","authors":"Ine Mols, E. V. D. Hoven, Berry Eggen","doi":"10.1145/2839462.2839466","DOIUrl":"https://doi.org/10.1145/2839462.2839466","url":null,"abstract":"Reflection gives insight, supports action and can improve wellbeing. People might want to reflect more often for these benefits, but find it difficult to do so in everyday life. Research in HCI has shown the potential of systems to support reflection in different contexts. In this paper we present a design space for supporting everyday life reflection. We produced a workbook with a selection of conceptual design proposals, which show how systems can take different roles in the process of reflection: triggering, supporting and capturing. We describe a design space with two dimensions by combining these roles with strategies found in literature. We contribute to the extensive body of work on reflection by outlining how design for everyday life reflection requires a focus on more holistic reflection, design with openness and integration in everyday life.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131176415","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}