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Children designing together on a multi-touch tabletop: an analysis of spatial orientation and user interactions. Conference on Interaction Design and Children,pp
, 2009
"... Children designing together on a multi-touch tabletop: An analysis of spatial orientation and user interactions ..."
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Children designing together on a multi-touch tabletop: An analysis of spatial orientation and user interactions
Actions Speak Loudly with Words: Unpacking Collaboration Around the Table
"... The potential of tabletops to enable groups of people to simultaneously touch and manipulate a shared tabletop interface provides new possibilities for supporting collaborative learning. However, findings from the few studies carried out to date have tended to show small or insignificant effects com ..."
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The potential of tabletops to enable groups of people to simultaneously touch and manipulate a shared tabletop interface provides new possibilities for supporting collaborative learning. However, findings from the few studies carried out to date have tended to show small or insignificant effects compared with other technologies. We present the Collaborative Learning Mechanisms framework used to examine the coupling of verbal interactions and physical actions in collaboration around the tabletop and reveal subtle mechanisms at play. Analysis in this way revealed that what might be considered undesirable or harmful interactions and intrusions in general collaborative settings, might be beneficial for collaborative learning. We discuss the implications of these findings for how tabletops may be used to support children’s collaboration, and the value of considering verbal and physical aspects of interaction together in this way.
Of BATs and APEs: An interactive tabletop game for natural history museums.
- In Proc. CHI'12, ACM
, 2012
"... ABSTRACT In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups int ..."
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ABSTRACT In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups interacting with the exhibit without video recording. The goal of this research is to explore ways to develop "successful" interactive tabletop exhibits for museums. To determine criteria for success in this context, we borrow the concept of Active Prolonged Engagement (APE) from the science museum literature. Research on APE sets a high standard for visitor engagement and learning, and it offers a number of useful concepts and measures for research on interactive surfaces in the wild. In this paper we adapt and expand on these measures and apply them to our tabletop exhibit. Our results show that visitor groups collaborated effectively and engaged in focused, on-topic discussion for prolonged periods of time. To understand these results, we analyze visitor conversation at the exhibit. Our analysis suggests that social practices of game play contributed substantially to visitor collaboration and engagement with the exhibit.
Task performance vs. learning outcomes: A study of a tangible user interface in the classroom
- Proc. of EC-TEL ’10
"... Abstract. Tangible User Interfaces (TUIs) offer the potential to facilitate collaborative learning in new ways. This paper presents an empirical study that investigated the effects of a TUI in a classroom setting on task performance and learning outcomes. In the tangible condition, apprentices worke ..."
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Abstract. Tangible User Interfaces (TUIs) offer the potential to facilitate collaborative learning in new ways. This paper presents an empirical study that investigated the effects of a TUI in a classroom setting on task performance and learning outcomes. In the tangible condition, apprentices worked together around an interactive tabletop warehouse simulation using tangible inputs. In the paper condition, they performed the same activity with only paper and pens. Results showed that the tangible condition resulted in better task performance (more alternative solutions explored and better final solution) but did not affect learning outcomes, i.e. understanding of important concepts and applying them to a problem-solving question. We discuss reasons for this in terms of task structure and type, nature of tangible user interfaces and effective interaction requirements.
A Collaborative Environment for Engaging Novices in Scientific Inquiry
"... We describe the design, implementation, and evaluation of GreenTouch, a collaborative environment that enables novice users to engage in authentic scientific inquiry. Green-Touch consists of a mobile user interface for capturing data in the field, a web application for data curation in the “cloud, ” ..."
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We describe the design, implementation, and evaluation of GreenTouch, a collaborative environment that enables novice users to engage in authentic scientific inquiry. Green-Touch consists of a mobile user interface for capturing data in the field, a web application for data curation in the “cloud, ” and a tabletop interface for exploratory analysis of heterogeneous data. This paper contributes: 1) the design, implementation, and validation of a collaborative environment which allows novices to engage in scientific data capture, curation, and analysis; 2) empirical evidence for the feasibility and value of integrating interactive surfaces in college-level education based on an in situ study with 54 undergraduate students; and 3) insights collected through iterative design, providing concrete lessons and guidelines for designing multi-touch interfaces for collaborative inquiry of complex domains. AUTHOR KEYWORDS Tabletop; multi-touch interaction; collaborative learning.
SimMed: Combining Simulation and Interactive Tabletops for Medical Education
"... A large body of work asserts that interactive tabletops are well suited for group work, and numerous studies have ex-amined these devices in educational contexts. However, few of the described systems support simulations for collabora-tive learning, and none of them explicitly address immersion. We ..."
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A large body of work asserts that interactive tabletops are well suited for group work, and numerous studies have ex-amined these devices in educational contexts. However, few of the described systems support simulations for collabora-tive learning, and none of them explicitly address immersion. We present SimMed, a system allowing medical students to collaboratively diagnose and treat a virtual patient using an interactive tabletop. The hybrid user interface combines ele-ments of virtual reality with multitouch input. The paper de-lineates the development process of the system and rationale behind a range of interface design decisions. Thereby, the role of realism in gaining procedural knowledge is discussed – in particular, the interplay between realism, immersion and training goals. We implemented several medical test cases and evaluated our approach with a user study that suggests the great potential of the system. Results show a high level of immersion, cooperation and engagement by the students. Author Keywords Collaboration; interactive surfaces; tabletop; multitouch;
Collaborative Learning Skills in Multi-touch Tables for UML Software Design
"... Abstract — The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the Multi-touch interface’s potential in collaborative U ..."
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Abstract — The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper explores the Multi-touch interface’s potential in collaborative Unified Modeling Language diagramming by comparing it to a PC-based tool, looking at the Collaborative Learning Skills and amount of physical interactions in both conditions. The results show that even though participants talked more in the PC-based condition, the use of the Multi-touch table increased the amount of physical interactions, and encouraged the “Creative Conflict ” skills amongst the team members.
Comparing multi-touch tabletops and multi-mouse singledisplay groupware setups
- Proceedings of the 3rd Mexican Workshop on Human Computer Interaction, 8–10 November, San Luis Potos
, 2010
"... ABSTRACT In spite of all the attention paid to multi-touch tabletop displays, little is known about the collaborative tasks they are best suited for in comparison to alternatives such as multi-mouse SingleDisplay Groupware setups. In this paper, we share the results of a study we conducted comparin ..."
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ABSTRACT In spite of all the attention paid to multi-touch tabletop displays, little is known about the collaborative tasks they are best suited for in comparison to alternatives such as multi-mouse SingleDisplay Groupware setups. In this paper, we share the results of a study we conducted comparing a multi-mouse Single-Display Groupware (SDG) setup (two mice, 15" vertical display) to a multi-touch tabletop display (81cm by 61cm) for visual tasks that require coordination and collaboration. In the study, participants were more efficient when using the multi-mouse SDG setup, but preferred the multi-touch tabletop. We use the study as a platform for discussing how to interpret results from studies that compare an exciting technology to one that is not.
Phylo-genie: Engaging students in collaborative ‘treethinking’ through tabletop techniques
- In Proc. CHI. ACM
, 2012
"... Phylogenetic trees are representations of evolutionary relationships amongst species. Interviews of instructors and students have revealed that novice biologists have difficulty understanding phylogenetics. Moreover, misinterpretations of phylogenetics are common among college-level students. In thi ..."
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Phylogenetic trees are representations of evolutionary relationships amongst species. Interviews of instructors and students have revealed that novice biologists have difficulty understanding phylogenetics. Moreover, misinterpretations of phylogenetics are common among college-level students. In this paper we present Phylo-Genie, a tabletop interface for fostering collaborative learning of phylogenetics. We conducted an experimental study with 56 participants, comparing students ’ conceptual learning and engagement using Phylo-Genie as: 1) a multi-touch tabletop interface and 2) a pen and paper activity. Our findings show that the tabletop implementation fosters collaborative learning by engaging users in the activity. We also shed light on the way in which our design principles facilitated engagement and collaborative learning in a tabletop environment. Author Keywords Education, tabletop; collaborative learning; bioinformatics;
Towards a Classroom Ecology of Devices: Interfaces for Collaborative Scripts
"... and other research outputs Towards a classroom ecology of devices: Interfaces for collaborative scripts Conference Item How to cite: Rick, Jochen (2009). Towards a classroom ecology of devices: Interfaces for collaborative scripts. In: ..."
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and other research outputs Towards a classroom ecology of devices: Interfaces for collaborative scripts Conference Item How to cite: Rick, Jochen (2009). Towards a classroom ecology of devices: Interfaces for collaborative scripts. In: