3 research outputs found

    Collaborating around digital tabletops: children’s physical strategies from the UK, India and Finland

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    We present a study of children collaborating around interactive tabletops in three different countries: the United Kingdom, India and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in India employed dynamic positioning with frequent physical contact and simultaneous object movement. Children in Finland used a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices

    Designing Museums for Participation, Collaboration and Social Interaction

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    This thesis documents the design and development of novel interactive experiences that explored concepts aimed to enhance the visitor experience to Cork Butter Museum, Cork, Ireland. The context to the work is that in recent years, museums and cultural institutions are increasingly motivated to apply creative strategies to engage visitors who come for recreational, social and sometimes educative purposes. Novel museum exhibits designed to cater for such needs often involves the integration of new media technologies in response to rising expectations visitors have with regards to being actively engaged during their visit. This often requires a higher level of participation than reading text or looking at artefacts from a controlled distance. Researchers have explored transforming the visitor experience through a wide range of projects in the fields of embodied interaction and experience design, which might be regarded as emerging subfields of research practice in HCI. Recent approaches to the design of public exhibition spaces have often made use of widely available input/output sensing technologies which support alternative strategies for the creation of novel interfaces and delivery of dynamic content. In light of such developments, the aim of this work was to explore the design of engaging experiences that would facilitate participation, collaboration and social interaction in a museum through the creation of technologically augmented artefacts. From the outset, a principle of the research was to ensure that any interventions were sensitive to and respected the natural aesthetic of the museum environment. Aims and objectives that were suitable for the research were first identified through design research, out of which a set of design principles that were specific to the museum emerged.Authentic artefacts which were suitable for the creation of novel experiences were identified and transformed over the course of an iterative design and development cycle. They were then brought into the museum for a case study, and their effects were analysed and discussed. The process, methods, and findings that were uncovered over the course of the research will be described in the thesis

    mæve – An Interactive Tabletop Installation for Exploring Background Information in Exhibitions

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    This paper introduces the installation mæve: a novel approach to present background information in exhibitions in a highly interactive, tangible and sociable manner. Visitors can collect paper cards representing the exhibits and put them on an interactive surface to display associated concepts and relations to other works. As a result, users can explore both the unifying themes of the exhibition as well as individual characteristics of exhibits. On basis of metadata schemata developed in the MACE (Metadata for Architectural Contents in Europe) project, the system has been put to use the Architecture Biennale to display the entries to the Everyville student competition
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