skip to main content
10.1145/2839462.2839488acmotherconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
research-article
Public Access

SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design

Published:14 February 2016Publication History

ABSTRACT

We present SynFlo, a tangible museum exhibit for exploring bio-design. SynFlo utilizes active and concrete tangible tokens to allow visitors to experience a playful biodesign activity through complex interactivity with digital biological creations. We developed two versions of SynFlo: one that combines active tokens with real concrete objects (i.e. labware) and one that consists of only abstract active tokens. Results from an evaluation in a museum indicate that both systems support learning. We discuss design choices for biology education tools to overcome confounders of biology and facilitate positive engagement and learning.

References

  1. Sue Allen. 2004. Designs for learning: Studying science museum exhibits that do more than entertain. Science Education 88, 1:S17.Google ScholarGoogle ScholarCross RefCross Ref
  2. Alissa N. Antle, Milena Droumeva, and Daniel Ha. 2009. Hands on what?: comparing children's mouse-based and tangible-based interaction. In Proceedings of the 8th International Conference on Interaction Design and Children (IDC '09). ACM, New York, NY, USA, 80--88. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Alissa N. Antle and Alyssa Wise. 2013. Getting down to details: Using learning theory to inform tangibles research and design for children. Interacting with Computers 25, 1: 1--20.Google ScholarGoogle ScholarCross RefCross Ref
  4. Sanjay Chandrasekharan. 2009. Building to discover: A common coding model, Cognitive Science, 33: 1059--1086.Google ScholarGoogle ScholarCross RefCross Ref
  5. Sarah D'Angelo, D. Harmon Pollock, and Michael Horn. 2015. Fishing with friends: using tabletop games to raise environmental awareness in aquariums. In Proceedings of the 14th International Conference on Interaction Design and Children (IDC '15). ACM, New York, NY, USA, 29--38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Mike Davies, et al. 2009. E. chromi Cambridge. Retrieved November 8, 2015 from http://2009.igem.org/Team:CambridgeGoogle ScholarGoogle Scholar
  7. Kenneth Fishkin. 2004. A taxonomy for and analysis of tangible interfaces. Personal Ubiquitous Comput. 8, 5: 347--358. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Casey Grote, Evan Segreto, Johanna Okerlund, Robert Kincaid, and Orit Shaer. 2015. Eugenie: Multi-Touch and Tangible Interaction for Bio-Design. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '15). ACM, New York, NY, USA, 217--224. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Hero.Coli. Retrieved August 2, 2015 from http://www.herocoli.comGoogle ScholarGoogle Scholar
  10. David Herrero, Héctor del Castillo, Natalia Monjelat, Ana Garca-Varela, Mirian Checa, and Patricia Gómez. 2014. Evolution and natural selection: learning by playing and reflecting. Journal of New Approaches in Educational Research (NAER Journal) 3, 1: 26--33.Google ScholarGoogle ScholarCross RefCross Ref
  11. Michael Horn, Brenda Phillips, Margaret Evans, Florian Block, Judy Diamond, and Chia Shen. 2015. Visualizing the tree of life: Learning around an interactive visualization of biological data in museums. 2015 NARST.Google ScholarGoogle Scholar
  12. Michael Horn, R. Jordan Crouser, and Marina U. Bers. 2012. "Tangible interaction and learning: the case for a hybrid approach." Personal and Ubiquitous Computing 16, 4: 379--389. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Michael Horn, Erin Treacy Solovey, R. Jordan Crouser, and Robert J.K. Jacob. 2009. Comparing the use of tangible and graphical programming languages for informal science education. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, New York, NY, USA, 975--984. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Eva Hornecker, Paul Marshall, and Yvonne Rogers. 2007. From entry to access: how shareability comes about. In Proceedings of the 2007 conference on Designing pleasurable products and interfaces (DPPI '07). ACM, New York, NY, USA, 328--342. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. International Genetically Engineered Machine (iGEM). Retrieved August 2, 2015 from http://igem.org/AboutGoogle ScholarGoogle Scholar
  16. Stefanie Klum, Petra Isenberg, Ricardo Langner, Jean-Daniel Fekete, and Raimund Dachselt. 2012. Stackables: combining tangibles for faceted browsing. In Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI '12), Genny Tortora, Stefano Levialdi, and Maurizio Tucci (Eds.). ACM, New York, NY, USA, 241--248. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Seung Ah Lee, Engin Bumbacher, Alice M. Chung, Nate Cira, Byron Walker, Ji Young Park, Barry Starr, Paulo Blikstein, and Ingmar H. Riedel-Kruse. 2015. Trap it!: A Playful Human-Biology Interaction for a Museum Installation. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 2593--2602. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Leilah Lyons, Michael Tissenbaum, Matthew Berland, Rebecca Eydt, Lauren Wielgus, and Adam Mechtley. 2015. Designing visible engineering: supporting tinkering performances in museums. In Proceedings of the 14th International Conference on Interaction Design and Children (IDC '15). ACM, New York, NY, USA, 49--58. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Joyce Ma, Lisa Sindorf, Isaac Liao, and Jennifer Frazier. 2015. Using a Tangible Versus a Multi-touch Graphical User Interface to Support Data Exploration at a Museum Exhibit. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '15). ACM, New York, NY, USA, 33--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Paul Marshall. 2007. Do tangible interfaces enhance learning?. In Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07). ACM, New York, NY, USA, 163--170. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Taylor Martin and Daniel Schwartz. 2005. Physically Distributed Learning: Adapting and Reinterpreting Physical Environments in the Development of Fraction Concepts. Cognitive science 29, 4: 587--625.Google ScholarGoogle Scholar
  22. Seymour Papert. 1980. Mindstorms: Children, Computers and Powerful Ideas. New York: Basic books. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Jean Piaget. 1954. The construction of reality in the child. New York: Basic Books.Google ScholarGoogle Scholar
  24. Mitchel Resnick, Brad Myers, Kumiyo Nakakoji, Ben Shneiderman, Randy Pausch, Ted Selker, and Mike Eisenberg. 2005. Design Principles for Tools to Support Creative Thinking. Technical Report: NSF Workshop Report on Creativity Support Tools. Washington, DC.Google ScholarGoogle Scholar
  25. Orit Shaer, Consuelo Valdes, Sirui Liu, Kara Lu, Kimberly Chang, Wendy Xu, Traci L. Haddock, Swapnil Bhatia, Douglas Densmore, and Robert Kincaid. 2013. Designing Reality-Based Interfaces for Experiential Bio-Design. Personal and Ubiquitous Computing 18, 6: 1515--1532. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Orit Shaer, Megan Strait, Consuelo Valdes, Heidi Wang, Taili Feng, Michael Lintz, Michelle Ferreirae, Casey Grote, Kelsey Tempel, and Sirui Liu. 2012. The design, development, and deployment of a tabletop interface for collaborative exploration of genomic data. International Journal of Human-Computer Studies 70, 10: 746--764. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Bertrand Schneider, Megan Strait, Laurence Muller, Sarah Elfenbein, Orit Shaer, and Chia Shen. 2012. Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 3071--3080. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. The Tech. Retrieved August 2, 2015 from http://www.thetech.org/about-us/our-missionGoogle ScholarGoogle Scholar
  29. Sara Tocchetti. 2012. DIYbiologists as 'makers' of personal biologies: how MAKE Magazine and Maker Faires contribute in constituting biology as a personal technology. Journal of Peer Production 2: 1--9.Google ScholarGoogle Scholar
  30. Brygg Ullmer, Hiroshi Ishii, and Robert JK Jacob. 2003. "Tangible query interfaces: Physically constrained tokens for manipulating database queries." Proc. of INTERACT 3: 279--286.Google ScholarGoogle Scholar
  31. Consuelo Valdes, Diana Eastman, Casey Grote, Shantanu Thatte, Orit Shaer, Ali Mazalek, Brygg Ullmer, and Miriam K. Konkel. 2014. Exploring the design space of gestural interaction with active tokens through user-defined gestures. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 4107--4116. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Consuelo Valdes, Michelle Ferreirae, Taili Feng, Heidi Wang, Kelsey Tempel, Sirui Liu, and Orit Shaer. 2012. A collaborative environment for engaging novices in scientific inquiry. In Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces (ITS '12). ACM, New York, NY, USA, 109--118. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Krystal Villanosa, Florian Block, Audrey Hosford, Michael Horn, Chia Shen. 2014. Game Arcade: Build-a-Tree. In Games, Learning, and Society Demo Track (GLS'14).Google ScholarGoogle Scholar
  34. Wendy Xu, Kimberly Chang, Nicole Francisco, Consuelo Valdes, Robert Kincaid, and Orit Shaer. 2013. From wet lab bench to tangible virtual experiment: SynFlo. In Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (TEI '13). ACM, New York, NY, USA, 399--400. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Jamie Zigelbaum, Michael S. Horn, Orit Shaer, and Robert J. K. Jacob. 2007. The tangible video editor: collaborative video editing with active tokens. In Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07). ACM, New York, NY, USA, 43--46. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design

    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 Other conferences
      TEI '16: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
      February 2016
      820 pages
      ISBN:9781450335829
      DOI:10.1145/2839462

      Copyright © 2016 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: 14 February 2016

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article
      • Research
      • Refereed limited

      Acceptance Rates

      TEI '16 Paper Acceptance Rate45of178submissions,25%Overall Acceptance Rate393of1,367submissions,29%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader