Low-cost multi-touch sensing through frustrated total internal reflection
Proceedings of the 18th annual ACM symposium on User interface software and technology
Empirical evaluation for finger input properties in multi-touch interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User-defined gestures for surface computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 8th International Conference on Interaction Design and Children
Actions speak loudly with words: unpacking collaboration around the table
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Collective digital storytelling at school as a whole-class interaction
Proceedings of the 9th International Conference on Interaction Design and Children
Touch-screen technology for children: giving the right instructions and getting the right responses
Proceedings of the 9th International Conference on Interaction Design and Children
Playing with toys on a tabletop active surface
Proceedings of the 9th International Conference on Interaction Design and Children
VisTACO: visualizing tabletop collaboration
ACM International Conference on Interactive Tabletops and Surfaces
The design of t-vote: a tangible tabletop application supporting children's decision making
Proceedings of the 10th International Conference on Interaction Design and Children
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
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In this paper a collaborative game for children is used to explore touch-point overloading on a multi-touch tabletop. Understanding the occurrence of new interactional limitations, such as the situation of touch-point overloading in a multi-touch interface, is highly relevant for interaction designers working with emerging technologies. The game was designed for the Microsoft Surface 1.0 and during gameplay the number of simultaneous touch-points required gradually increases to beyond the physical capacity of the users. Studies were carried out involving a total of 42 children (from 2 different age groups) playing in groups of between 5-7 and all interactions were logged. From quantitative analysis of the interactions occurring during the game and observations made we explore the impact of overloading and identify other salient findings. This paper also highlights the need for empirical evaluation of the physical and cognitive limitations of interaction with emerging technologies.