Physical programming: designing tools for children to create physical interactive environments
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
Mixing ideas: a new technique for working with young children as design partners
Proceedings of the 2004 conference on Interaction design and children: building a community
SMALLab: a mediated platform for education
ACM SIGGRAPH 2006 Educators program
reacTIVision: a computer-vision framework for table-based tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Siftables: towards sensor network user interfaces
Proceedings of the 1st international conference on Tangible and embedded interaction
Tangible programming in the classroom with tern
CHI '07 Extended Abstracts on Human Factors in Computing Systems
The robot is the program: interacting with roBlocks
Proceedings of the 2nd international conference on Tangible and embedded interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
The tangible user interface and its evolution
Communications of the ACM - Organic user interfaces
The EventTable technique: distributed fiducial markers
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Comparing the use of tangible and graphical programming languages for informal science education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User-oriented design and tangible interaction for kindergarten children
Proceedings of the 8th International Conference on Interaction Design and Children
Communications of the ACM - Scratch Programming for All
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
PuzzleTale: A tangible puzzle game for interactive storytelling
Computers in Entertainment (CIE) - Special Issue: Advances in Computer Entertainment Technology
Proceedings of the 12th International Conference on Interaction Design and Children
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Tangible interaction links digital data with physical forms to support embodied use. Puzzle pieces, which their inherent physical syntax of connectable elements, provide a powerful and expressive metaphor on which to construct such tangible systems. Prior work has explored this potential in the domain of edutainment systems for children aimed at tasks such as learning logic, programming or organizational skills. Although this work is promising, it has largely focused on relatively advanced concepts and children of ages 7-12 years. The work presented in this paper adopts the same perspective but focuses on young children (5 and under) and a simpler range of concepts relating to the clustering and manipulation of data. To achieve this it presents the design (including results from a series of six formative field studies) and implementation of the Digital Dream Lab tabletop puzzle block system. This system, intended for installation in a museum, engages young children (aged 4-5) to explore simple programmatic concepts and the link between the physical and virtual world. The paper closes with design recommendations of future work targeting this goal, setting and age group.