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Benefits of a Tangible Interface for Collaborative Learning and Interaction IEEE TLT, VOL 4, NO.3, JULI-SEPTEMBER 2011. 2012 / 04 / 13 Andy Wang. Outline. Introduction Comparison of Tangible and Multi-touch User Interfaces Method and Experiment Result Discussion and Conclusion.
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Benefits of a Tangible Interface for Collaborative Learning and InteractionIEEE TLT, VOL 4, NO.3, JULI-SEPTEMBER 2011 2012 / 04 / 13 Andy Wang
Outline • Introduction • Comparison of Tangible and Multi-touch User Interfaces • Method and Experiment • Result • Discussion and Conclusion
Introduction • Recent development of technologies which embed computational capabilities into something • Innovative form of interaction • Tangible User Interfaces (TUIs) • Interact with digital content through the manipulation of physical objects • The implicit knowledge people have of everyday object • Tangible user interface v.s Multi-touch user interface • To identify the benefit of tangibility for logistics apprentices
Comparison of Tangible and Multi-touch User Interface • Tangible User Interface • Novel forms of human-computer interactions based on the physical manipulation of everyday objects • Based on the intuitive knowledge people have of everyday objects, and take advantage of their rich physical affordances • Been developed in a large variety of domains and take many different forms • Token, magnetic pucks, RFID • Projector, digital information
Comparison of Tangible and Multi-touch User Interface (cont.)
Comparison of Tangible and Multi-touch User Interface (cont.) • Advantages: • New physical actions • Augmented reality • Support face-to-face collaborative activities • Disadvantages • Blocking the learner in an “action mode” • Empirical Studies • Tangibility alone may not be a panacea. • Learning situation needs a mediatory variable to be really effective.
Comparison of Tangible and Multi-touch User Interface (cont.) • Multi-touch User Interface • Visualize and interact with an infinity of objects • TUIs are severely limited by the physical shape of the objects • No cluttered by tangibles and no information is hidden in the third dimension • Not easy to use • Limited 2D
Comparison of Tangible and Multi-touch User Interface (cont.) • Comparison • How the objects of interest are represented for the user • Multi-touch: flexibility, visualization • Physical objects: faster and more direct way to explore a problem space • System comparison • Both interfaces are for directness • Drag and Drop v.s Grabbing and Placing • The level of metaphor might influence how the users interact with the system
Method and Experiment • Tabletop learning environment • Paper window “Tinker Sheets” • Problem space • Address the influence of the layout on the efficiency of a warehouse • Tinker rather than sketching • Difficulties • Tangibles are not completely supplant sketching • Tangible or Multi-touch? • Collaboration and playfulness
Method and Experiment (cont.) • Experiment • 82 apprentices, 41 dyads • 30 apprentices (16 in touch, 14 in tangible) were in their first year, and 48 (18 in touch, 30 in tangible) in their second year • Procedure: • Individual pretest for space management and efficiency • Tinker Lamp to solve a problem • Record by two cameras and a microphone • Individual posttest, identical to the pretest, except that the warehouse’ layout varied • Questionnaire for user information and flow
Method and Experiment (cont.) • Measures • Goal performance: • number of accessible shelves in the warehouse • How efficiently the warehouse were built • Learning gain: posttest – pretest • Ability to judge the layout with regards to space management and efficiency of navigation • General warehouse design principle • Motivational, behavioral and cognitive process: collaboration, exploration • Questionnaire for playfulness
Result • Main performance & Learning gain
Result (cont.) • Mediatory Variables
Discussion and Conclusion • Logistic apprentices better solve a warehouse design task with a tangible interface • Tangibility is suited for understanding and seeking out solution in a logistic problem • The “touch” group performed the posttest worse than the pretest • Difference between the two tests • For the general question, both team perform equally well • The most import behavior predicting performance in this task was to explore as many layouts as possible. • Tangibility increase some mediator variables. • Easy to interact with others • Easy to find a new solution