Digital manipulatives: new toys to think with
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rapid ethnography: time deepening strategies for HCI field research
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
TICLE: a tangible interface for collaborative learning environments
CHI '99 Extended Abstracts on Human Factors in Computing Systems
CRPIT '02 Proceedings of the Seventh world conference on computers in education conference on Computers in education: Australian topics - Volume 8
I/O brush: drawing with everyday objects as ink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Media resources usage has significant impact on children literacy in the first school years in Brazil [5]. Computer software and tangible interfaces can help engage pupils in effective learning activities. Tangible interfaces built with familiar objects of our everyday lives such as wood and tissues are well accepted by pupils. In this work, we detail our design and evaluation of e-du box -- an educational, authoring and sharing multimedia platform including a tangible companion that provides feedback for users. We employed a participatory design process based on providing supports intended to help children engage in different tasks. We could elicit a list of design guidelines for this specific application. We discuss our experience with this design approach and explore its implications.