Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation
Pers Ubiquit Comput
Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation
Bieke Zaman 0 1 2 3 4
Vero Vanden Abeele 0 1 2 3 4
Panos Markopoulos 0 1 2 3 4
Paul Marshall 0 1 2 3 4
0 V. Vanden Abeele e-Media Lab, GROUP T, Leuven Engineering College/CUO (Association KULeuven) , Vesaliusstraat 13, 3000 Leuven , Belgium
1 B. Zaman Future Health Department, IBBT-K.U.Leuven , Kasteelpark Arenberg 10 bus 2446, 3001 Leuven , Belgium
2 B. Zaman (&) Centre for User Experience Research (CUO), Katholieke Universiteit Leuven , Parkstraat 45 Bus 3605, 3000 Leuven , Belgium
3 P. Marshall WMG, University of Warwick , CV4 7AL Coventry , UK
4 P. Markopoulos User Centred Engineering Group, Department of Industrial Design, Eindhoven University of Technology , Den Dolech 2, 5612 AZ Eindhoven , the Netherlands
This special issue is devoted to the topic of tangible user interfaces and children. It emphasizes research on tangibility that transcends system descriptions, focusing on the empirical support of theories and design guidance. The papers result from the organization of a workshop at the CHI 2009 ACM conference in Boston, USA. As an introduction to this issue, empirical evidence is discussed for the potential benefits that using TUIs may have for children. Next, we focus on the impact of tangibility in terms of usability, learning, collaboration, and fun. Finally, we suggest directions for future work and outline the papers that are included in this special issue.
TUI; Children; Collaboration; Fun
1 Introduction
In the history of this young research field on tangible user
interfaces and children, the concepts of tangible user
interfaces and tangibility have fluidly evolved as a result of
developments in technology and design. A host of related
and overlapping terms and definitions for tangible user
interfaces (TUIs) have become popular, such as graspable
user interfaces [1], tangible bits [2], or tangible and
embodied interaction [3]. Important as they may be, in this
special issue, we shall not focus on the fine nuances and
differences between such concepts. Instead, we adopt a
broad perspective on tangibility that mirrors the continued
emphasis of related design and research work on the
physicality of interaction and the closeness of mapping
between physical manipulations of the tangibles and the
input/output semantics. The term tangible user interfaces is
used here in accordance with Shaer and Horneckers [4]
definition: Interfaces that are concerned with providing
tangible representations to digital information and
controls, allowing users to quite literally grasp data with their
hand and effect functionality by physical manipulations of
these representations.
The majority of research on tangibles has been
innovation oriented. Researchers often explore the design
space enabled by embedding computation in physical
objects. A relatively large proportion of this type of
research has concerned applications for children. The
relevance of TUIs for childrens education was pointed
out even before the emergence of the term TUI, with the
pioneering work on Mindstorms by Papert [5] where
programming was associated with physical objects. This
work has continued through several investigations, e.g.,
examining the design of robots [6] and educational toys
for children, up to the more recent work on digital
manipulatives from the Lifelong Kindergarten group at
MIT (e.g., [7, 8]).
In addition to the educational relevance of tangibility
for children, researchers have focused on its entertainment
and usability potential as well. For instance, the I/O brush
was introduced by Ryokai [9] as a novel and intuitive
interface for coloring in digital painting applications. The
interest of researchers in the role of physical interaction
for childrens entertainment goes back at least to the
mid1990s. An early example is the Rosebud [10], where a
stuffed animal was used by children to store and retrieve
stories. In the discussion of the entertainment value of
tangible interfaces, one should note that the boundary is
quite blurred between a childs toy featuring some
electronics and interactivity and what the research community
might recognize as a TUI designed to support childrens
play.
Finally, a host of games for children featuring tangibility
have also been introduced to encourage educational
outcomes through collaboration (see for instance [11, 12]).
Other benefits aimed for have been of a more social nature.
For example, the pOwerball [13] was an augmented reality
tabletop pinball game designed to encourage children with
mixed abilities to have fun together and interact socially
during the game.
While enthusiasm for TUIs and the widespread
conviction that tangibility brings about additional value to
users is anything but wavering, some researchers have
started to comment on the lack of empirical evidence to
support these assumed benefits [1416]. These pressing
issues motivated the organization of a workshop at the CHI
2009 ACM conference in Boston, USA. It led to the
production of this special issue, which aimed to provide a
more balanced view on the benefits of tangibility for
children.
In particular, this editorial begins by summarizing the
currently available empirical evidence regarding the
potential benefits that using TUIs may have for children.
We first focus on the empirical evidence for the usability
benefits of tangible user interfaces with children, followed
by a focus on the learning benefits and then the benefits
for fun. While these are treated separately for reasons of
clarity, there are potentially strong relationships between
these three perspectives and issues relating to
collaboration. Next, the empirical models of research that have
been used to generate the claims about tangibility are
discussed. Finally, we suggest directions for future work
and outline the papers that are included in this special
issue.
2 Expectations from tangible interaction
From the very early and pioneering work on tangibility,
expectations have clustered around four areas. Firstly that
tangibility has been associated with improved usability,
generally linked to the naturalness of manipulating
physical objects and capitalizing on users innate skills.
Secondly, it has been suggested that tangible user interfaces
can bring about potential learning benefits to children,
which may arise through links between concrete
manipulations and cognition. Thirdly, tangible user interfaces are
often considered to be more fun to use than more
traditional kinds of interfaces, due to the physicality of the
interaction and perhaps the increased visibility. Finally, it
has been claimed that TUIs may offer benefits in terms of
collaboration, a benefit that often serves as a catalyst for
the expectations mentioned above. The facilitation of
collaboration through tangible interaction can arise from
having shared and equal access to interacting with a
system.
In the secti (...truncated)