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Classroom collaboration in the design of tangible interfaces for storytelling

Published: 01 March 2001 Publication History

Abstract

We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.

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References

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Cited By

View all
  • (2024)Enhancing group interactions and story quality in primary school students: an investigation into the impact of collaborative storytelling methodologiesJournal of Computers in Education10.1007/s40692-024-00330-1Online publication date: 4-Dec-2024
  • (2024)Storytelling with Technology-Enhanced Artefacts: A Literature Review of Toolkits for ChildrenMethodologies and Intelligent Systems for Technology Enhanced Learning, 14th International Conference10.1007/978-3-031-73538-7_22(243-254)Online publication date: 28-Dec-2024
  • (2023)Design Principles of an Interactive Tangible Mobile Application for Students With Specific Learning DisabilitiesClosing the Educational Achievement Gap for Students With Learning Disabilities10.4018/978-1-6684-8737-2.ch008(136-162)Online publication date: 30-Jun-2023
  • Show More Cited By

Recommendations

Reviews

Lou Lucke

This magic carpet doesn’t fly, but it looks like it was a lot of fun for the five to seven year old children that used it to assist in telling the stories their groups had created. Educators from the University of Nottingham, UK adopted, used and extended the KidPad program from the University of Maryland. They wanted something better than multiple mice and/or standard keyboards so they built their “magic carpet", a large throw rug sized pressure pad with the pressure points close to the edges to allow a different kind of interface. Although the educators admit to the limitations of their carpet and the need to continue to use traditional interfaces to KidPad, they apparently did not feel it appropriate to add sensors for more than page turning, zooming and horizontal motion. Instead they utilized video tracked arm movement for vertical motion and barcodes for identifying pictures the children created for their stories. Their system did track and react to the speed at which the children jumped on the pressure pads. The educators indicated their intent to interface with the traditional storytelling materials such as crayons, paper, cardboard, and so on, but they apparently had not yet gotten that far, at least at the time of this CHI 2001 conference. Presumably, CHI stands for computer human interface, yet the authors use the acronym HCI (without expanding it). This is an interesting paper. It is well organized, well illustrated, and free of typographical errors. It has a reference list of 23 items. Educators interested in unique methods of computer/student interaction, particularly at the elementary grades level, should enjoy reading this contribution to the educational training field. Online Computing Reviews Service

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Published In

cover image ACM Conferences
CHI '01: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
March 2001
559 pages
ISBN:1581133278
DOI:10.1145/365024
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: 01 March 2001

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Author Tags

  1. children
  2. participatory design
  3. storytelling
  4. tangibles

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CHI '01 Paper Acceptance Rate 69 of 352 submissions, 20%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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Cited By

View all
  • (2024)Enhancing group interactions and story quality in primary school students: an investigation into the impact of collaborative storytelling methodologiesJournal of Computers in Education10.1007/s40692-024-00330-1Online publication date: 4-Dec-2024
  • (2024)Storytelling with Technology-Enhanced Artefacts: A Literature Review of Toolkits for ChildrenMethodologies and Intelligent Systems for Technology Enhanced Learning, 14th International Conference10.1007/978-3-031-73538-7_22(243-254)Online publication date: 28-Dec-2024
  • (2023)Design Principles of an Interactive Tangible Mobile Application for Students With Specific Learning DisabilitiesClosing the Educational Achievement Gap for Students With Learning Disabilities10.4018/978-1-6684-8737-2.ch008(136-162)Online publication date: 30-Jun-2023
  • (2023)Tangible digital storytelling and phygital reality: benefits for inclusion and cooperation in young childrenResearch on Education and Media10.2478/rem-2023-002315:2(41-50)Online publication date: 14-Dec-2023
  • (2023)DuckyCode: A Hybrid Platform with Graphical and Tangible User Interfaces to Program Educational RobotsNovel & Intelligent Digital Systems: Proceedings of the 3rd International Conference (NiDS 2023)10.1007/978-3-031-44146-2_10(101-109)Online publication date: 23-Sep-2023
  • (2022)Designing Tangible as an Orchestration Tool for Collaborative ActivitiesMultimodal Technologies and Interaction10.3390/mti60500306:5(30)Online publication date: 19-Apr-2022
  • (2022)Development History and Concept Analysis of Tangible Interaction DesignHCI International 2022 - Late Breaking Papers. Design, User Experience and Interaction10.1007/978-3-031-17615-9_6(82-96)Online publication date: 5-Oct-2022
  • (2021)Educational Robotics and Mediated TransferCompanion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3434074.3447201(402-406)Online publication date: 8-Mar-2021
  • (2021)Fighting Fires and Powering Steam Locomotives: Distribution of Control and Its Role in Social Interaction at Tangible Interactive Museum ExhibitsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445534(1-17)Online publication date: 6-May-2021
  • (2021)StoryCoder: Teaching Computational Thinking Concepts Through Storytelling in a Voice-Guided App for ChildrenProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445039(1-15)Online publication date: 6-May-2021
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