skip to main content
10.1145/1124772.1124839acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Article

Finding design qualities in a tangible programming space

Published:22 April 2006Publication History

ABSTRACT

We reflect upon the process of developing a tangible space for children's collaborative construction of screen-based systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held assumptions often put forward with tangible interfaces were given up in favour of reaching overall goals of interaction. In particular our design involved a shift from a focus on persistent representation and readability of tangible code structures, to instead focus on achieving reusability of programming resources. On a general level, our results illustrate a view on tangibles as resources for action instead of only as alternative forms of data representation. Importantly, this view includes action directed towards the computer as well as off-line socially oriented action conducted with the tangible artefacts.

References

  1. Benford, S., H. Schnadelbach, B. Koleva, B. Gaver, A. Schmidt, A. Boucher, A. Steed, R. Anastasi, C. Greenhalgh, T. Rodden, and H. Gellersen, Sensible, sensable and desirable: a framework for designing physical interfaces, Technical Report EQUATOR-03-003, School of Computer Science & IT, Nottingham University, 2003.Google ScholarGoogle Scholar
  2. Buur, J., M.V. Jensen, and T. Djajadiningrat. Please touch tangible UIs: Hands-only scenarios and video action walls: novel methods for tangible user interaction design. Proc. DIS. ACM Press (2004), 185--192. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Cassell, J., K. Ryokai, and C. MIT Media Laboratory, MA, USA. Making Space for Voice: Technologies to Support Children's Fantasy and Storytelling. Personal and Ubiquitous Computing. 5, (2001), 169--190. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Cohen, J., M. Withgott, and P. Piernot. Logjam: a tangible multi-person interface for video logging. Proc. SIGCHI conference on Human factors in computing systems (1999), 128--135. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Crook, C. Children as Computer Users: the Case of Collaborative Learning. Computers and Education. 30, 3/4, (1997), 237--247. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Decortis, F.o. and A. Rizzo. New Active Tools for Supporting Narrative Structures. Personal and Ubiquitous Computing. 6, 5--6, (2002), 416 -- 429. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Dourish, P., Where the action is. The foundations of Embodied Interaction. 2001, Cambride, MA: MIT Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Druin, A. and C. Fast. The Child as Learner, Critic, Inventor, and Technology Design Partner: An Analysis of Three Years of Swedish Student Journals. The International Journal for Technology and Design Education. 12, 3, (2002), 189--213.Google ScholarGoogle ScholarCross RefCross Ref
  9. Eisenberg, M., A. Eisenberg, M. Gross, K. Kaowthumrong, N. Lee, and W. Lovett. Computationally-Enhanced Construction Kits for Children: Prototype and Principle. Proc. International Conference of the Learning Sciences (2002), 79--85.Google ScholarGoogle Scholar
  10. Fernaeus, Y., C. Aderklou, and J. Tholander. Computational Literacy at Work, Children's interaction with computational media. Proc. CELDA 2004. IADIS Press (2004), 181--188.Google ScholarGoogle Scholar
  11. Fernaeus, Y. and J. Tholander. Collaborative computation on the floor. Proc. CSCL 2003 (2003).Google ScholarGoogle Scholar
  12. Fernaeus, Y. and J. Tholander. ""Looking At the Computer but Doing It on Land"": Children's Interactions in a Tangible Programming Space. Proc. HCI2005. Springer (2005), 3--18.Google ScholarGoogle Scholar
  13. Fishkin, K.P. A Taxonomy for and analysis of tangible interfaces. Personal and Ubiquitous Computing. 8, (2004), 247--358. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Frei, P., V. Su, B. Mikhak, and H. Ishii. Curlybot: designing a new class of computational toys. Proc. SIGCHI conference on Human factors in computing systems. ACM Press (2000), 129--136. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Fällman, D. Design-oriented Human-Computer Interaction. Proc. CHI2003. ACM Press (2003), 225 -- 232. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Iacucci, G., C. Iacucci, and K. Kuutti. Imagining and experiencing in design, the role of performances. Proc. NordiCHI2002. ACM Press (2002), 167--176. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Kaptelinin, V. and M. Cole, Individual and Collective Activities in Educational Computer Game Playing, in CSCL2: Carrying Forward the Conversation, T. Koschman, R. Hall, and N. Miyake, Editors. 2002, Lawrence Erlbaum.Google ScholarGoogle Scholar
  18. Kuutti, K., Activity Theory as a Potential Framework for Human-Computer Interaction Research, in Context and Conciousness, B.A. Nardi, Editor. 1996, MIT Press: Cambridge, Massachusetts. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Lieberman, H., ed. Your wish is my command. Programming by Example. 2001, Morgan Kaufmann Publishers: San Fransisco, CA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Löwgren, J. and E. Stolterman, Thoughtful Interaction Design. 2004: MIT Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. McCullough, M., Abstracting Craft : The Practiced Digital Hand. 1997: MIT Press. 250. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. McNerny, T.S. From turtles to Tangible Programming Bricks: explorations in physical language design. Personal and Ubiquitous Computing. 8, (2004), 326--337. Google ScholarGoogle ScholarCross RefCross Ref
  23. Montemayor, J., A. Druin, A. Farber, S. Simms, W. Churaman, and A. D'Amour. Physical programming: designing tools for children to create physical interactive environments. Proc. CHI2002. ACM Press (2002), 299--306. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Patten, J. and H. Ishii. A comparison of spatial organization strategies in graphical and tangible user interfaces. Proc. DARE 2000. ACM Press (2000), 41--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Phillippe, P., Zowie. 2005.Google ScholarGoogle Scholar
  26. Raffle, H.S., A.J. Parkes, and H. Ishii. Topobo: a constructive assembly system with kinetic memory. Proc. SIGCHI conference on Human factors in computing systems. ACM Press (2004), 647 -- 654. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Rettig, M., Prototyping for tiny fingers, in Communications of the ACM. 1994. p. 21--27. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Stanton, D., V. Bayon, H. Neale, A. Ghali, S. Benford, S. Cobb, R. Ingram, C. O'Malley, J. Wilson, and T. Pridmore. Classroom Collaboration in the Design of Tangible Interfaces for Storytelling. Proc. CHI2001. ACM Press (2001), 482--489. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Suzuki, H. and H. Kato. Interaction-Level Support for Collaborative Learning: AlgoBlock-An Open Programming Language. Proc. CSCL (1995), 349--355. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Tholander, J., K. Kahn, and C.-G. Jansson. Real Programming of an Adventure Game by an 8 year old. Proc. ICLS 2002. Lawrence Erlbaum Associates (2002), 473--480.Google ScholarGoogle Scholar
  31. Tisue, S. and U. Wilensky. NetLogo: A Simple Environment for Modeling Complexity. Proc. International Conference on Complex Systems (2004).Google ScholarGoogle Scholar
  32. Ullmer, B. and H. Ishii, Emerging Frameworks for Tangible User Interfaces, in Human-Computer Interaction in the New Millenium, J.M. Carrol, Editor. 2001, Addison-Wesley. p. 579--601.Google ScholarGoogle Scholar
  33. Ullmer, B., H. Ishii, and R.J.K. Jacob. Token+constraint systems for tangible interaction with digital information. ACM Transactions on Computer-Human Interaction. 12, 1, (2005), 81 -- 118. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Wellner, P., Interacting with paper on the DigitalDesk, in Communications of the ACM. 1993. p. 87 -- 96. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Wyeth, P. and H.C. Purchase. Using Developmental Theories to Inform the Design of Technology for Children. Proc. Interaction Design and Children. ACM Press (2003), 93--100. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Zuckerman, O., S. Arida, and M. Resnick. Extending tangible interfaces for education: digital montessori-inspired manipulatives. Proc. SIGCHI conference on Human factors in computing systems. ACM Press (2005), 859 -- 868. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Finding design qualities in a tangible programming space

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      CHI '06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2006
      1353 pages
      ISBN:1595933727
      DOI:10.1145/1124772

      Copyright © 2006 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 22 April 2006

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • Article

      Acceptance Rates

      Overall Acceptance Rate6,199of26,314submissions,24%

      Upcoming Conference

      CHI '24
      CHI Conference on Human Factors in Computing Systems
      May 11 - 16, 2024
      Honolulu , HI , USA

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader