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PPCards: Toward Enhancing Electronic Prototyping with Editions of a Card-based Platform

Published: 14 February 2021 Publication History

Abstract

Prototyping electronic circuits is often facilitated by web-based tutorials and breadboards. Several virtual and hybrid platforms do exist, each carrying their own limitations. Some of these platforms fall prey to split-attention effects, wherein users are required to split their attention to integrate multiple sources of spatially separated information. This hinders the learning and prototyping processes. Other platforms provide a single source of information, but lack tangible interaction with electronic components or suffer from the absence of active feedback which can also hinder these processes. There is hence a need for prototyping platforms that mitigate split attention effects, while continuing to provide other desirable aspects such as tangible interaction. To address this, we present three editions of PPCards, a card-based platform for prototyping electronic circuits, towards overcoming limitations of existing paradigms. Through a comparative study, it was determined that the first edition of PPCards outdid the conventional breadboard web-based tutorial paradigm in aspects of split attention, usability, and user experience. The second and third editions build upon successful characteristics of the first, additionally provisioning support for multimedia content and real-time feedback during the prototyping process. Based on quantitative data and qualitative feedback, we go on to discuss design considerations for future tangible card-based tools.

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Cited By

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  • (2023)Making From Home: Reflections on Crafting Tangible Interfaces for Stay-at-home LivingProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3572744(1-16)Online publication date: 26-Feb-2023
  • (2022)A Study of Students Engaged in Electronic Circuit Wiring in an Undergraduate CourseJournal of Science Education and Technology10.1007/s10956-022-09994-932:1(78-95)Online publication date: 4-Oct-2022

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        cover image ACM Other conferences
        TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction
        February 2021
        908 pages
        ISBN:9781450382137
        DOI:10.1145/3430524
        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]

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        Published: 14 February 2021

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        Author Tags

        1. Prototyping tools
        2. augmented reality
        3. split-attention effects
        4. tangible cards
        5. tangible learning tools
        6. tangible user interfaces

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        TEI '21 Paper Acceptance Rate 40 of 136 submissions, 29%;
        Overall Acceptance Rate 393 of 1,367 submissions, 29%

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        View all
        • (2023)Making From Home: Reflections on Crafting Tangible Interfaces for Stay-at-home LivingProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3572744(1-16)Online publication date: 26-Feb-2023
        • (2022)A Study of Students Engaged in Electronic Circuit Wiring in an Undergraduate CourseJournal of Science Education and Technology10.1007/s10956-022-09994-932:1(78-95)Online publication date: 4-Oct-2022

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