2013
Theresa Jean Tanenbaum, Alissa N. Antle, John Robinson. 2013. Three Perspectives on Behavior Change for Serious Games Proceedings Article . In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '13 Association for Computing Machinery, Paris, France, 3389–3392, .
Abstract | BibTeX | Tags: behavior change, emergent dialogue, procedural rhetoric, serious games, sustainability
@inproceedings{10.1145/2470654.2466464,
title = {Three Perspectives on Behavior Change for Serious Games},
author = {Theresa Jean Tanenbaum and Alissa N. Antle and John Robinson},
url = {https://doi.org/10.1145/2470654.2466464},
doi = {10.1145/2470654.2466464},
isbn = {9781450318990},
year = {2013},
date = {2013-01-01},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
pages = {3389–3392},
publisher = {Association for Computing Machinery},
address = {Paris, France},
series = {CHI '13},
abstract = {Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.},
keywords = {behavior change, emergent dialogue, procedural rhetoric, serious games, sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.
2010
Alissa N. Antle, Allen Bevans, Theresa Jean Tanenbaum, Katie Seaborn, Sijie Wang. 2010. Futura: Design for Collaborative Learning and Game Play on a Multi-Touch Digital Tabletop Proceedings Article . In Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, TEI '11 Association for Computing Machinery, Funchal, Portugal, 93–100, .
Abstract | BibTeX | Tags: Collaboration, design evaluation, design rationale, educational games, interactive surfaces, multi-touch interaction, simulation games, tabletop games
@inproceedings{10.1145/1935701.1935721,
title = {Futura: Design for Collaborative Learning and Game Play on a Multi-Touch Digital Tabletop},
author = {Alissa N. Antle and Allen Bevans and Theresa Jean Tanenbaum and Katie Seaborn and Sijie Wang},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1935701.1935721},
doi = {10.1145/1935701.1935721},
isbn = {9781450304788},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {93–100},
publisher = {Association for Computing Machinery},
address = {Funchal, Portugal},
series = {TEI '11},
abstract = {This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of the project is to explore the novel design space of collaborative, multi-touch tabletop games for learning. Our focus is on identifying and understanding key design factors of importance in creating opportunities for learning. We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory. In this paper we discuss design features that enable collaborative learning, present the results from two observational studies, and compare our findings to other guidelines in order to contribute to the growing body of empirically derived design guidelines for tangible, embodied and embedded interaction.},
keywords = {Collaboration, design evaluation, design rationale, educational games, interactive surfaces, multi-touch interaction, simulation games, tabletop games},
pubstate = {published},
tppubtype = {inproceedings}
}
This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of the project is to explore the novel design space of collaborative, multi-touch tabletop games for learning. Our focus is on identifying and understanding key design factors of importance in creating opportunities for learning. We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory. In this paper we discuss design features that enable collaborative learning, present the results from two observational studies, and compare our findings to other guidelines in order to contribute to the growing body of empirically derived design guidelines for tangible, embodied and embedded interaction.
Karen Tanenbaum, Theresa Jean Tanenbaum, Alissa N. Antle, Jim Bizzocchi, Magy Seif el-Nasr, Marek Hatala. 2010. Experiencing the Reading Glove Proceedings Article . In Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, TEI '11 Association for Computing Machinery, Funchal, Portugal, 137–144, .
Abstract | BibTeX | Tags: design, interactive storytelling, Tangible User Interfaces, wearable computing
@inproceedings{10.1145/1935701.1935728,
title = {Experiencing the Reading Glove},
author = {Karen Tanenbaum and Theresa Jean Tanenbaum and Alissa N. Antle and Jim Bizzocchi and Magy Seif el-Nasr and Marek Hatala},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1935701.1935728},
doi = {10.1145/1935701.1935728},
isbn = {9781450304788},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {137–144},
publisher = {Association for Computing Machinery},
address = {Funchal, Portugal},
series = {TEI '11},
abstract = {In this paper we describe the Reading Glove, a wearable RFID reader for interacting with a tangible narrative. Based on interviews with study participants, we present a set of observed themes for understanding how the wearable and tangible aspects of the Reading Glove influence the user experience. We connect our observational themes to theoretical notions from interactive narrative and tangible interaction to create a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects.},
keywords = {design, interactive storytelling, Tangible User Interfaces, wearable computing},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper we describe the Reading Glove, a wearable RFID reader for interacting with a tangible narrative. Based on interviews with study participants, we present a set of observed themes for understanding how the wearable and tangible aspects of the Reading Glove influence the user experience. We connect our observational themes to theoretical notions from interactive narrative and tangible interaction to create a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects.
Theresa Jean Tanenbaum, Karen Tanenbaum, Alissa Antle. 2010. The Reading Glove: Designing Interactions for Object-Based Tangible Storytelling Proceedings Article . In Proceedings of the 1st Augmented Human International Conference, AH '10 Association for Computing Machinery, Megève, France, .
Abstract | BibTeX | Tags: interactive narrative, object stories, Tangible User Interfaces, wearable computing
@inproceedings{10.1145/1785455.1785474,
title = {The Reading Glove: Designing Interactions for Object-Based Tangible Storytelling},
author = {Theresa Jean Tanenbaum and Karen Tanenbaum and Alissa Antle},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1785455.1785474},
doi = {10.1145/1785455.1785474},
isbn = {9781605588254},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the 1st Augmented Human International Conference},
publisher = {Association for Computing Machinery},
address = {Megève, France},
series = {AH '10},
abstract = {In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. We propose an extension of Heidegger's notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the narrative and semantic aspects of an interaction. The Reading Glove allows interactors to extract narrative "memories" from a collection of ten objects using natural grasping and holding behaviors via a wearable interface. These memories are presented in the form of recorded audio narration. We discuss the design process and present some early results from an informal pilot study intended to refine these design techniques for future tangible interactive narratives.},
keywords = {interactive narrative, object stories, Tangible User Interfaces, wearable computing},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. We propose an extension of Heidegger's notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the narrative and semantic aspects of an interaction. The Reading Glove allows interactors to extract narrative "memories" from a collection of ten objects using natural grasping and holding behaviors via a wearable interface. These memories are presented in the form of recorded audio narration. We discuss the design process and present some early results from an informal pilot study intended to refine these design techniques for future tangible interactive narratives.