Beyond "social protocols": multi-user coordination policies for co-located groupware
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Territoriality in collaborative tabletop workspaces
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Experiences with and Observations of Direct-Touch Tabletops
TABLETOP '06 Proceedings of the First IEEE International Workshop on Horizontal Interactive Human-Computer Systems
Interactive Tabletop Exhibits in Museums and Galleries
IEEE Computer Graphics and Applications
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EMDialog: Bringing Information Visualization into the Museum
IEEE Transactions on Visualization and Computer Graphics
Tabletop displays for small group study: affordances of paper and digital materials
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Actions speak loudly with words: unpacking collaboration around the table
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
It's just a toolbar!: using tangibles to help children manage conflict around a multi-touch tabletop
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Futura: design for collaborative learning and game play on a multi-touch digital tabletop
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Digital mysteries: designing for learning at the tabletop
ACM International Conference on Interactive Tabletops and Surfaces
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enhancing genomic learning through tabletop interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gestures in the wild: studying multi-touch gesture sequences on interactive tabletop exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Beyond one-size-fits-all: how interactive tabletops support collaborative learning
Proceedings of the 10th International Conference on Interaction Design and Children
FloTree: a multi-touch interactive simulation of evolutionary processes
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
The role of cultural forms in tangible interaction design
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
SimMed: combining simulation and interactive tabletops for medical education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Programming robots at the museum
Proceedings of the 12th International Conference on Interaction Design and Children
UniPad: orchestrating collaborative activities through shared tablets and an integrated wall display
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
The SimMed experience: medical education on interactive tabletops
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
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In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups interacting with the exhibit without video recording. The goal of this research is to explore ways to develop "successful" interactive tabletop exhibits for museums. To determine criteria for success in this context, we borrow the concept of Active Prolonged Engagement (APE) from the science museum literature. Research on APE sets a high standard for visitor engagement and learning, and it offers a number of useful concepts and measures for research on interactive surfaces in the wild. In this paper we adapt and expand on these measures and apply them to our tabletop exhibit. Our results show that visitor groups collaborated effectively and engaged in focused, on-topic discussion for prolonged periods of time. To understand these results, we analyze visitor conversation at the exhibit. Our analysis suggests that social practices of game play contributed substantially to visitor collaboration and engagement with the exhibit.