2015
Augusto Esteves, Saskia Bakker, Alissa N. Antle, Aaron May, Jillian Warren, Ian Oakley. 2015. The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks Proceedings Article . In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, TEI '15 Association for Computing Machinery, Stanford, California, USA, 13–20, .
@inproceedings{10.1145/2677199.2680546,
title = {The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks},
author = {Augusto Esteves and Saskia Bakker and Alissa N. Antle and Aaron May and Jillian Warren and Ian Oakley},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2677199.2680546},
doi = {10.1145/2677199.2680546},
isbn = {9781450333054},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {13–20},
publisher = {Association for Computing Machinery},
address = {Stanford, California, USA},
series = {TEI '15},
abstract = {In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.},
keywords = {epistemic actions, tangible interaction, video-coding},
pubstate = {published},
tppubtype = {inproceedings}
}
In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.
2014
Aaron May, Jim Bizzocchi, Alissa N Antle, Amber Choo. 2014. Fraternal feelings: How brothers: A tale of two sons affects players through gameplay Proceedings Article . In 2014 IEEE Games Media Entertainment, 1–4, .
BibTeX | Tags:
@inproceedings{7048074,
title = {Fraternal feelings: How brothers: A tale of two sons affects players through gameplay},
author = {Aaron May and Jim Bizzocchi and Alissa N Antle and Amber Choo},
doi = {10.1109/GEM.2014.7048074},
year = {2014},
date = {2014-01-01},
booktitle = {2014 IEEE Games Media Entertainment},
pages = {1--4},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Alissa N. Antle, Jillian L. Warren, Aaron May, Min Fan, Alyssa F. Wise. 2014. Emergent Dialogue: Eliciting Values during Children's Collaboration with a Tabletop Game for Change Proceedings Article . In Proceedings of the 2014 Conference on Interaction Design and Children, IDC '14 Association for Computing Machinery, Aarhus, Denmark, 37–46, .
Abstract | BibTeX | Tags: children., Collaboration, digital tabletop, games for change, multitouch interaction, sustainability, tangible computing
@inproceedings{10.1145/2593968.2593971,
title = {Emergent Dialogue: Eliciting Values during Children's Collaboration with a Tabletop Game for Change},
author = {Alissa N. Antle and Jillian L. Warren and Aaron May and Min Fan and Alyssa F. Wise},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/2593968.2593971},
doi = {10.1145/2593968.2593971},
isbn = {9781450322720},
year = {2014},
date = {2014-01-01},
booktitle = {Proceedings of the 2014 Conference on Interaction Design and Children},
pages = {37–46},
publisher = {Association for Computing Machinery},
address = {Aarhus, Denmark},
series = {IDC '14},
abstract = {Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts will result in behavior change around social issues. There is little evidence that this approach works. We propose a model of game play, called Emergent Dialogue, which encourages children to discuss their values during interaction with factual information in a G4C. We summarize a set of guidelines based on our Emergent Dialogue model and apply them to the design of Youtopia, a tangible, tabletop learning game about sustainability. Our goal was to create a game that provided opportunities for children to express and discuss their values around sustainable development tradeoffs during game play. We evaluate our design using video, survey and questionnaire data. Our results provide evidence that our model and design guidelines are effective for supporting valuebased dialogue during collaborative game play.},
keywords = {children., Collaboration, digital tabletop, games for change, multitouch interaction, sustainability, tangible computing},
pubstate = {published},
tppubtype = {inproceedings}
}
Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts will result in behavior change around social issues. There is little evidence that this approach works. We propose a model of game play, called Emergent Dialogue, which encourages children to discuss their values during interaction with factual information in a G4C. We summarize a set of guidelines based on our Emergent Dialogue model and apply them to the design of Youtopia, a tangible, tabletop learning game about sustainability. Our goal was to create a game that provided opportunities for children to express and discuss their values around sustainable development tradeoffs during game play. We evaluate our design using video, survey and questionnaire data. Our results provide evidence that our model and design guidelines are effective for supporting valuebased dialogue during collaborative game play.
Augusto Esteves, Saskia Bakker, Alissa N. Antle, Aaron May, Jillian Warren, Ian Oakley. 2014. Classifying Physical Strategies in Tangible Tasks: A Video-Coding Framework for Epistemic Actions Proceedings Article . In CHI '14 Extended Abstracts on Human Factors in Computing Systems, CHI EA '14 Association for Computing Machinery, Toronto, Ontario, Canada, 1843–1848, .
@inproceedings{10.1145/2559206.2581185,
title = {Classifying Physical Strategies in Tangible Tasks: A Video-Coding Framework for Epistemic Actions},
author = {Augusto Esteves and Saskia Bakker and Alissa N. Antle and Aaron May and Jillian Warren and Ian Oakley},
url = {https://doi.org/10.1145/2559206.2581185},
doi = {10.1145/2559206.2581185},
isbn = {9781450324748},
year = {2014},
date = {2014-01-01},
booktitle = {CHI '14 Extended Abstracts on Human Factors in Computing Systems},
pages = {1843–1848},
publisher = {Association for Computing Machinery},
address = {Toronto, Ontario, Canada},
series = {CHI EA '14},
abstract = {Tangible interaction is a compelling interface paradigm that elegantly merges the fluency of physical manipulation with the flexibility of digital content. However, it is currently challenging to understand the real benefits and advantages of tangible systems. To address this problem, this paper argues that we need new evaluation techniques capable of meaningfully assessing how users perform with tangible, physical objects. Working towards this aim, it presents a video-coding framework that supports the granular identification of epistemic actions (physical actions that are made to simplify cognitive work) during tangible tasks. The framework includes 20 epistemic actions, identified through a systematic literature review of 77 sources. We argue that data generated by applying this process will help us better understand epistemic behavior and, ultimately, lead to the generation of novel, grounded design insights to support physically-grounded cognitive strategies in tangible tasks.},
keywords = {epistemic action, tangible interaction, video coding},
pubstate = {published},
tppubtype = {inproceedings}
}
Tangible interaction is a compelling interface paradigm that elegantly merges the fluency of physical manipulation with the flexibility of digital content. However, it is currently challenging to understand the real benefits and advantages of tangible systems. To address this problem, this paper argues that we need new evaluation techniques capable of meaningfully assessing how users perform with tangible, physical objects. Working towards this aim, it presents a video-coding framework that supports the granular identification of epistemic actions (physical actions that are made to simplify cognitive work) during tangible tasks. The framework includes 20 epistemic actions, identified through a systematic literature review of 77 sources. We argue that data generated by applying this process will help us better understand epistemic behavior and, ultimately, lead to the generation of novel, grounded design insights to support physically-grounded cognitive strategies in tangible tasks.
2013
Aaron May, Amber Choo, Carman Neustaedter, Alissa Antle. 2013. A mixed-methods evaluation of nonverbal communication in collaborative video games Proceedings Article . In 2013 IEEE International Games Innovation Conference (IGIC), 169–174, .
BibTeX | Tags:
@inproceedings{6659127,
title = {A mixed-methods evaluation of nonverbal communication in collaborative video games},
author = {Aaron May and Amber Choo and Carman Neustaedter and Alissa Antle},
doi = {10.1109/IGIC.2013.6659127},
year = {2013},
date = {2013-01-01},
booktitle = {2013 IEEE International Games Innovation Conference (IGIC)},
pages = {169--174},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}