Designing Tangible as an Orchestration Tool for Collaborative Activities
Abstract
:1. Introduction
2. Related Work
2.1. Tangible Collaborative Learning
2.2. Tangible as an Orchestration Tool for Collaborative Activities
3. Design Space for Tangible Collaborative Learning
3.1. Design Requirements
3.2. Design Framework
3.3. Design Rationale
3.3.1. Creating Shared Spaces for Communication
3.3.2. Supporting Diverse Interactive Dynamics
3.3.3. Visualizing Interaction and Activity Status
4. Tangible Development
4.1. stayFOCUSed
4.2. Group Hexagon
4.3. Tower
4.4. Glowing Wand
4.5. Remolight
5. Expert Evaluation
5.1. Procedure
5.2. Participants
5.3. Use Experience
5.4. Qualitative Feedback and Perspectives
6. Discussion
6.1. Tangible Interaction to Increase Connectedness and Shared Attention
6.2. Challenges to Designing Tangibles for Collaborative Activities
6.3. Making Tangibles Flexible, Simple, and Fun
6.4. Reflection and Recommendation for Creative Design
6.5. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Elements | Dimensions | |||
---|---|---|---|---|
User | Type | Child | Teenager | Adult |
Group size | Pair (2) | Small group (3–5) | Large group (6+) | |
Characteristic | Visually impaired(e.g., blind) | Action or perceptionimpaired (e.g., stroke,impaired (autism, dyslexia) | Other general users | |
Context | Mode | Face-to-face | Remote | Blended |
Location | In-door (e.g., classroom, museum) | Outdoor (e.g., outing) | ||
Collaboration | Purpose | Problem-solving [73] | Brainstorming [74] | Knowledge building [75] |
Mechanism [7,66] | Interdependence | Coordination | Monitor learning process | |
Scenario | Within the group | Between groups | ||
Interaction | Input [11] | Body-based gesture | Object manipulation | Move objects on interactive screens (e.g., tablet) |
Physicalrepresentation [68] | Symbolic | Literal | ||
Output [68] | Visuospatial | Audial | Haptic | |
Interactive metaphor [69] | Cartesian space | State space | Relational metaphors (human relations) |
C & I | stayFOCUSed | Group Hexagon | Tower | Glowing Wand | Remolight |
---|---|---|---|---|---|
within G | Overhead Projection | Individual-Hexagon | Magnet Object | LEDs | Ball |
inter-G | Overhead Projection | Group-Hexagon | Top Bulb, App | LEDs | - |
with TAs | Overhead Projection | Group-Hexagon | Top Bulb | LEDs | Ball |
with T | - | App | App | - | Ball |
within CR | Overhead Projection | Group-Hexagon | Top Bulb, App | LEDs | Ball |
between CRs | - | App | App | - | - |
Activities | stayFOCUSed | Group Hexagon | Tower | Glowing Wand | Remolight |
---|---|---|---|---|---|
Submit MCQA | Write on disks | Turn on individual hexagon | Attach magnet object | Move wand | Change the ball color |
Submit OQA | Write on disks | App | App | - | - |
Set activity time | Progress Light Bar (PLB) | PLB | PLB | - | PLB |
Share MCQA | Overhead projection (OP) | Connect group hexagon | Read magnet | - | - |
Share OQA | OP | App | App | - | - |
Finish activity | OP | Green light (GL) | GL | GL | - |
HR for TAs | OP | Light flashing | Top bulb flashing | Rainbow light | Light flashing |
HR for remote teacher | - | App | App | - | - |
HR for near groups | OP | App | App | - | - |
HR for remote groups | - | App | App | - | - |
Elements | Dimensions | |||
---|---|---|---|---|
User | Type | Child | Teenager | Adult |
Group size | Pair (2) | Small group (3–5) | Large group (6+) | |
Characteristic | Visually impaired (e.g., blind) | Action or perception impaired (e.g., stroke, autism, dyslexia) | Other general users | |
Context | Mode | Face-to-face | Remote | Blended |
Location | In-door (e.g., classroom, museum) | Out-door (e.g., outing) | ||
Collaboration | Purpose | Problem-solving [73] | Brainstorming [74] | Knowledge building [75] |
Mechanism [7,66] | Interdependence | Coordination | Monitor the learning process | |
Scenario | Within the group | Between groups | ||
Interaction | Input | Body-based gesture | Object manipulation | Move objects on interactive screens (e.g., tablet) |
Physical representation [68] | Symbolic | Literal | ||
Output [68] | Visuospatial | Audial | Haptic | |
Interactive metaphor [69] | Cartesian space | State space | Relational metaphors (human relations) |
Advantages | |
---|---|
stayFOCUSed |
|
Group Hexagon |
|
Tower |
|
Glowing Wand |
|
Remolight |
|
Disadvantages | |
---|---|
stayFOCUSed |
|
Group Hexagon |
|
Tower |
|
Glowing Wand |
|
Remolight |
|
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Li, Y.; Kothiyal, A.; Weber, T.; Rossmy, B.; Mayer, S.; Hussmann, H. Designing Tangible as an Orchestration Tool for Collaborative Activities. Multimodal Technol. Interact. 2022, 6, 30. https://doi.org/10.3390/mti6050030
Li Y, Kothiyal A, Weber T, Rossmy B, Mayer S, Hussmann H. Designing Tangible as an Orchestration Tool for Collaborative Activities. Multimodal Technologies and Interaction. 2022; 6(5):30. https://doi.org/10.3390/mti6050030
Chicago/Turabian StyleLi, Yanhong, Aditi Kothiyal, Thomas Weber, Beat Rossmy, Sven Mayer, and Heinrich Hussmann. 2022. "Designing Tangible as an Orchestration Tool for Collaborative Activities" Multimodal Technologies and Interaction 6, no. 5: 30. https://doi.org/10.3390/mti6050030
APA StyleLi, Y., Kothiyal, A., Weber, T., Rossmy, B., Mayer, S., & Hussmann, H. (2022). Designing Tangible as an Orchestration Tool for Collaborative Activities. Multimodal Technologies and Interaction, 6(5), 30. https://doi.org/10.3390/mti6050030