Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
SIDES: a cooperative tabletop computer game for social skills development
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Multimodal multiplayer tabletop gaming
Computers in Entertainment (CIE) - Interactive TV
The cuetable: cooperative and competitive multi-touch interaction on a tabletop
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Territorial coordination and workspace awareness in remote tabletop collaboration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Let's clean up this mess: exploring multi-touch collaborative play
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 8th International Conference on Interaction Design and Children
Design of educational multiplayer videogames: A vision from collaborative learning
Advances in Engineering Software
Actions speak loudly with words: unpacking collaboration around the table
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Characteristics of multi-touch tabletops, such as a large interactive surface and simultaneous multiple user inputs can be exploited in the design of interactions that facilitate positive social interaction among children during collaborative activities. Designs that facilitate behaviors like positive interdependence, group processing and social skills such as turn taking are discussed. We report qualitative observations regarding the effectiveness of the proposed interaction designs in trials involving two groups of children with contrasting psychological safety levels and formulated several generalizable design patterns that were observed to be effective in soliciting collaborative play on interactive tabletops.