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Slowing Down Interactions on Tangible Tabletop Interfaces

dc.contributor.authorLahure, Cathia
dc.contributor.authorMaquil, Valérie
dc.date.accessioned2018-11-15T04:54:18Z
dc.date.available2018-11-15T04:54:18Z
dc.date.issued2018
dc.description.abstractThis paper describes the results from a comparative study with 14 pupils using two different versions of a tangible tabletop application on satellite communication. While one of the versions was designed in a way to allow the resolution of the tasks in a pure trial-and-error approach, the second version prevented this by adding a button which had to be pressed in order to calculate and display results. The results of the study show that the design of the button and the associated scoring system was indeed successful in slowing down interactions and increasing thinking time. However, the knowledge acquisition was lower for the version with the button as compared to the one supporting trial-and-error. We discuss the results of this study and, in particular, argue for the need to carefully balance usability, task complexity and the learning dimension in the design of interactive tabletops for learning.en
dc.identifier.doi10.1515/icom-2018-0022
dc.identifier.pissn1618-162X
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/18234
dc.language.isoen
dc.publisherDe Gruyter
dc.relation.ispartofi-com: Vol. 17, No. 3
dc.subjecttangible user interfaces
dc.subjecttabletop interfaces
dc.subjectuser study
dc.subjecttrial-and-error
dc.subjectcollaborative problem solving
dc.subjectlearning-by-doing
dc.titleSlowing Down Interactions on Tangible Tabletop Interfacesen
dc.typeText/Journal Article
gi.citation.endPage200
gi.citation.publisherPlaceBerlin
gi.citation.startPage189
gi.conference.sessiontitleResearch Article

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