A comparison of spatial organization strategies in graphical and tangible user interfaces
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Augmented Reality with Tangible Auto-Fabricated Models for Molecular Biology Applications
VIS '04 Proceedings of the conference on Visualization '04
Immersive Design of DNA Molecules with a Tangible Interface
VIS '04 Proceedings of the conference on Visualization '04
An Insight-Based Methodology for Evaluating Bioinformatics Visualizations
IEEE Transactions on Visualization and Computer Graphics
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Tangible user interface for chemistry education: comparative evaluation and re-design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reality-based interaction: a framework for post-WIMP interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Collaboration and interference: awareness with mice or touch input
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Chemieraum: tangible chemistry in exhibition space
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Tabletop displays for small group study: affordances of paper and digital materials
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Better bioinformatics through usability analysis
Bioinformatics
Hands on what?: comparing children's mouse-based and tangible-based interaction
Proceedings of the 8th International Conference on Interaction Design and Children
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Putting the physical into the digital: issues in designing hybrid interactive surfaces
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Visualizing Biodiversity with Voronoi Treemaps
ISVD '09 Proceedings of the 2009 Sixth International Symposium on Voronoi Diagrams
Actions speak loudly with words: unpacking collaboration around the table
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
G-nome surfer: a tabletop interface for collaborative exploration of genomic data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Modeling on the table: agent-based modeling in elementary school with NetTango
Proceedings of the 10th International Conference on Interaction Design and Children
The eLabBench: an interactive tabletop system for the biology laboratory
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Of BATs and APEs: an interactive tabletop game for natural history museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The eLabBench in the wild: supporting exploration in a molecular biology lab
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
International Journal of Human-Computer Studies
A collaborative environment for engaging novices in scientific inquiry
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Touch, click, navigate: comparing tabletop and desktop interaction for map navigation tasks
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
BrainExplorer: an innovative tool for teaching neuroscience
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Tangible 3D tabletops: combining tangible tabletop interaction and 3D projection
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Tangible user interfaces for learning
International Journal of Technology Enhanced Learning
From big data to insights: opportunities and challenges for TEI in genomics
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Supporting offline activities on interactive surfaces
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Tables in the wild: lessons learned from a large-scale multi-tabletop deployment
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SimMed: combining simulation and interactive tabletops for medical education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Learning extended writing: designing for children's collaboration
Proceedings of the 12th International Conference on Interaction Design and Children
SkyHunter: a multi-surface environment for supporting oil and gas exploration
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Extending tabletop application design to the classroom
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Enabling relationship building in tabletop-supported advisory settings
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Touching annotations: A visual metaphor for navigation of annotation in digital documents
International Journal of Human-Computer Studies
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We present G-nome Surfer 2.0, a tabletop interface for fostering inquiry-based learning of genomics. We conducted an experimental study with 48 participants that compared students' learning of genomic concepts using existing bioinformatics tools and using two alternative implementations of G-nome Surfer: a collaborative multi-mouse GUI and a tabletop interface. Our findings indicate that G-nome Surfer improves students' performance, reduces workload, and increases enjoyment. The comparison of tabletop and multi-mouse implementations further shows that the tabletop condition results in four educational benefits: 1) increasing physical participation, 2) encouraging reflection, 3) fostering effective collaboration, and 4) facilitating more intuitive interaction.