269 research outputs found

    KINDERTIVITY: Using Interactive Surfaces to Foster Creativity in Pre-kindergarten Children

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    © Owner/Author 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in {Interacción '15 Proceedings of the XVI International Conference on Human Computer Interactionhttp://dx.doi.org/10.1145/10.1145/2829875.2829881Taking into account the existent educative and pedagogical techniques, which have proved its effectiveness to foster the innovation and creativity, this thesis poses to develop, experiment and evaluate a new technological framework based on interactive surfaces to be applied in the context of preschool education. The goal is to facilitate the three factors required for creative learning: knowledge, creative thinking and motivation but taking into account the cognitive and interaction limitations of these very young users.Work supported by the MINECO (grants TIN2010-20488 and TIN2014-60077-R) and from GVA (ACIF/2015/075).Nácher-Soler, VE.; Jaén Martínez, FJ. (2015). KINDERTIVITY: Using Interactive Surfaces to Foster Creativity in Pre-kindergarten Children. ACM. https://doi.org/10.1145/2829875.2829881SBuxton, B. Multi-touch systems that I have known and loved. 2013. http://billbuxton.com/multitouchOverview.html.Catala, A., Jaen, J., van Dijk, B., and Jordà, S. Exploring tabletops as an effective tool to foster creativity traits. In Proc. of TEI'12, pp. 143--150.Comisión Europea. Conclusiones del Consejo de 12 de mayo de 2009 sobre un marco estratégico para la cooperación europea en el ámbito de la educación y la formación («ET 2020»). 2009.Common Sense Media. Zero to Eight: Childrens Media Use in America 2013. 2013.Cropley, A.J. Creativity in Education and Learning: A Guide for Teachers and Educators. Kogan Page, (2001).Damon, W., Lerner, R.M., Kuhn, D., and Siegler, R.S., eds. Handbook of Child Psychology, Volume 2, Cognition, Perception, and Language. Wiley, 2006.Fleck, R., Rogers, Y., Yuill, N., et al. Actions speak loudly with words. Proc. of ITS'09, pp. 189--196.Helmes, J., Cao, X., Lindley, S.E., and Sellen, A. Developing the story. Proc. of ITS'09, pp. 49--52.Hourcade, J.P. Interaction Design and Children. Foundations and Trends® in Human-Computer Interaction 1, 4 (2007), 277--392.Johnson, L., Adams, S., and Cummins, M. The NMC Horizon Report: 2012 K-12. The New Media Consortium, Austin, Texas, 2012.Khandelwal, M. and Mazalek, A. Teaching table: a tangible mentor for pre-k math education. Proc. of TEI'07, 191--194.Mansor, E.I., De Angeli, A., and De Bruijn, O. Little fingers on the tabletop: A usability evaluation in the kindergarten. Proc. of TABLETOP'08, 93--96.Nacher, V., Jaen, J., & Catala, A. (2014). Exploring Visual Cues for Intuitive Communicability of Touch Gestures to Pre-kindergarten Children. Proc. of ITS'14, 159--162.Nacher, V., Jaen, J., Navarro, E., Catala, A., and González, P. Multi-touch gestures for pre-kindergarten children. International Journal of Human-Computer Studies 73 (2015), 37--51.Nacher, V., Jaen, J., Catala, A., Navarro, E., and Gonzalez, P. Improving Pre-Kindergarten Touch Performance. Proc. of ITS '14, 163--166..Rick, J., Francois, P., Fields, B., Fleck, R., Yuill, N., and Carr, A. Lo-fi prototyping to design interactive-tabletop applications for children. Proc. of IDC'10, pp. 138--146.Rick, J. and Rogers, Y. From DigiQuilt to DigiTile: Adapting educational technology to a multi-touch table. Proc. of TABLETOP'08, pp. 73--80.Sluis, R.J.W., Weevers, I., van Schijndel, C.H.G.J., Kolos-Mazuryk, L., Fitrianie, S., and Martens, J.B.O.S. Read-It: Five-to-seven-year-old children learn to read in a tabletop environment. Proc. of IDC'04, pp. 73--80.Smith, S.P., Burd, E., and Rick, J. Developing, evaluating and deploying multi-touch systems. International Journal of Human-Computer Studies 70, 10 (2012), 653--656

    Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes

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    To evaluate Virtual Reality (VR) prototypes usability involves a va-riety of single-perspective or Hybrid methods. The latter has being suggested by literature as offering a more complete sets of requirements highlighting both ‘in-world’ and user interface problems. This paper describes our experiences in using a single-perspective method for gathering user requirements in the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) project. The study reports results involving nine evaluators who reviewed two hybrid VR prototypes with educational context. It was found that this approach was effective in highlighting a plethora of usability problems covering all as-pects of the two VR prototypes. The performance of our approach was similar to the literature. Although additional validation work is required, we can con-clude that our approach may provide a viable option to evaluate early design VR prototypes when required (e.g., when the expertise needed to use a hybrid method is not available). Future work aims to compare the performance of our approach with two-stage and multiple stage hybrid methods

    An introduction to STRIKE : STRuctured Interpretation of the Knowledge Environment

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    Knowledge forms a critical part of the income generation of the system and the complex environment in which actors participate in the creation of knowledge assets merits robust, eclectic consideration. STRIKE - STRuctured Interpretation of the Knowledge Environment affords an unobtrusive and systematic framework to observe, record, evaluate and articulate concrete and abstract elements of a setting, across internal and external dimensions. Inter-relationships between actor and environment are preserved. STRIKE is supported by underlying techniques to enrich data and enhance the authenticity of its representation. Adoption of photography and videography tools provides illustrative and interpretive benefits and facilitates researcher reflexivity. This structured approach to data analysis and evaluation mitigates criticisms of methodological rigour in observational research and affords standardisation potential, germane for application in a verification or longitudinal capacity. Advancing exploratory validation studies, the method is employed to evaluate the knowledge environments of two enterprises in the UK creative sector. These occupy a critical role in fostering entrepreneurial innovation alongside participant self-efficacy. Access Space in Sheffield and the Bristol Hackspace are committed to open software, open knowledge and open participation; sharing peer learning, creativity and socio-technical aims to address broadly similar community needs. Drawing on Wittgenstein’s Picture Theory of Meaning, the knowledge management perspective is abstracted from the STRIKE assessment. It is argued that the tiered analytical approach which considers a breadth of dimensions enhances representation and interpretation of the knowledge environment and presents a diagnostic and prescriptive capability to actualise change. The paper concludes by evaluating framework effectiveness, findings application and future direction

    Extreme designing: binding sketching to an interaction model in a streamlined HCI design approach

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    ABSTRACT This paper presents a streamlined approach to human-computer interaction design called extreme designing. Extreme designing follows on the footsteps of agile methods and is analogous to extreme programming. However, it is not radically committed to "user interface coding" (sketching or prototyping alone), but instead proposes to combine user interface sketches with a more structured representation such as an interaction model. By doing so, it brings together the advantages of sketching and prototyping as a communication tool, and of interaction modeling as a glue that binds together the sketches to allow designers to gain a more comprehensive view of and to reflection on the interactive artifact, thus promoting a more coherent and consistent set of design decisions

    Simulation-based business model innovation process for business-to-business contexts

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    Innovating service-oriented business models in industrial business-to-business (B2B) contexts presents a complex and risky endeavor. Recently, System Dynamics (SD) modelling and simulation has been suggested as a tool for prototyping and experimentation in business model innovation (BMI). However, knowledge of how to best utilise SD in BMI is scarce. Therefore, our research objective was to develop a new simulation-based approach for BMI, particularly for B2B contexts. We conducted a two-and-a-half-year action design research study with two industrial firms, Alpha (start-up) and Beta (incumbent firm). We developed and simulated new service-oriented business models as part of the two BMI teams. Our study resulted in the simulation-based BMI process containing phases, tools/techniques, and goals. Our findings demonstrate that SD, as a dynamic and visual modelling language, facilitates collaborative and cognitive activities during BMI, such as communication, design, evaluation, and decision-making

    Carnap: an Open Framework for Formal Reasoning in the Browser

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    This paper presents an overview of Carnap, a free and open framework for the development of formal reasoning applications. Carnap’s design emphasizes flexibility, extensibility, and rapid prototyping. Carnap-based applications are written in Haskell, but can be compiled to JavaScript to run in standard web browsers. This combination of features makes Carnap ideally suited for educational applications, where ease-of-use is crucial for students and adaptability to different teaching strategies and classroom needs is crucial for instructors. The paper describes Carnap’s implementation, along with its current and projected pedagogical applications

    Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

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    Tesis por compendio[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños.[CA] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets.[EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development.Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833TESISCompendi

    A Lightweight State Machine for Validating Use Case Descriptions

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    This paper presents a tool to provide an enaction capability for use case descriptions. Use cases have wide industry acceptance and are well suited for constructing initial approximations of the intended behaviour. However, use case descriptions are still relatively immature with respect to precise syntax and semantics. Hence, despite promising work on providing writing guidelines, rigorous validation of use case descriptions requires further support. One approach to supporting validation is to use enaction. Indeed, enactable models have been used extensively within process modelling to clarify understanding of descriptions. Given the importance of requirements validation, such automated support promises significant benefits. However, the need to produce formal descriptions, to drive enaction, is often seen as a barrier to the takeup of such technologies. That is, developers have traditionally been reluctant to increase the proportion of effort devoted to requirements activities. Our approach involves the development of a lightweight state-machine, which obviates any need to create intermediate formal descriptions, thereby maintaining the simple nature of the use case description. Hence, this 'lightweight' approach, which provides an enaction capability ‘for minimal effort’, increases the likelihood of industrial take-up
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