2015
Antle, Alissa N., Fan, Min, Cramer, Emily S.
PhonoBlocks: A Tangible System for Supporting Dyslexic Children Learning to Read Proceedings Article
In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 533–538, Association for Computing Machinery, Stanford, California, USA, 2015, ISBN: 9781450333054.
Abstract | Links | BibTeX | Tags: children, colour cues, Dyslexia, orton-gillingham, reading, tangible computing, Tangible User Interfaces
@inproceedings{10.1145/2677199.2687897,
title = {PhonoBlocks: A Tangible System for Supporting Dyslexic Children Learning to Read},
author = {Alissa N. Antle and Min Fan and Emily S. Cramer},
url = {https://doi.org/10.1145/2677199.2687897},
doi = {10.1145/2677199.2687897},
isbn = {9781450333054},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {533–538},
publisher = {Association for Computing Machinery},
address = {Stanford, California, USA},
series = {TEI '15},
abstract = {Dyslexia is defined as severe difficulty learning to read. It affects about 10% of the population in English speaking countries. Severe difficulty learning to read is correlated with tremendous emotional, social and economic costs. In this paper, we describe PhonoBlocks, a tangible user interface to a reading system that uses dynamic colour cues embedded in 3D tangible letters to provide additional decoding information and modalities. PhonoBlocks was developed to support children, aged 5-8 years old, who are having difficulty learning to decode English letter-sound pairs. We present the theoretical foundations as rationale for our core design strategies and decisions. We discuss the assumptions in our design rationale and describe how we will validate our system working with a school for dyslexic children.},
keywords = {children, colour cues, Dyslexia, orton-gillingham, reading, tangible computing, Tangible User Interfaces},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Antle, Alissa N., Warren, Jillian L., May, Aaron, Fan, Min, Wise, Alyssa F.
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, pp. 37–46, Association for Computing Machinery, Aarhus, Denmark, 2014, ISBN: 9781450322720.
Abstract | Links | BibTeX | Tags: children., Collaboration, digital tabletop, games for change, multitouch interaction, sustainability, tangible computing, youtopia
@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},
urldate = {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, youtopia},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
Antle, Alissa N., Wise, Alyssa F., Hall, Amanda, Nowroozi, Saba, Tan, Perry, Warren, Jillian, Eckersley, Rachael, Fan, Michelle
Youtopia: A Collaborative, Tangible, Multi-Touch, Sustainability Learning Activity Proceedings Article
In: Proceedings of the 12th International Conference on Interaction Design and Children, pp. 565–568, Association for Computing Machinery, New York, New York, USA, 2013, ISBN: 9781450319188.
Abstract | Links | BibTeX | Tags: children, Collaboration, digital tabletop, multi-touch interaction, positive interdependence, sustainability, tangible computing
@inproceedings{10.1145/2485760.2485866,
title = {Youtopia: A Collaborative, Tangible, Multi-Touch, Sustainability Learning Activity},
author = {Alissa N. Antle and Alyssa F. Wise and Amanda Hall and Saba Nowroozi and Perry Tan and Jillian Warren and Rachael Eckersley and Michelle Fan},
url = {https://doi.org/10.1145/2485760.2485866},
doi = {10.1145/2485760.2485866},
isbn = {9781450319188},
year = {2013},
date = {2013-01-01},
booktitle = {Proceedings of the 12th International Conference on Interaction Design and Children},
pages = {565–568},
publisher = {Association for Computing Machinery},
address = {New York, New York, USA},
series = {IDC '13},
abstract = {Youtopia is a hybrid tangible and multi-touch land use planning activity for elementary school aged children. It was implemented on a Microsoft Pixelsense digital tabletop. The main method of interaction is through physical stamp objects that children use to "stamp" different land use types onto an interactive map. Youtopia was developed to investigate issues surrounding how to design and evaluate children's collaborative learning applications using digital tabletops. In particular we are looking at how the interface design supports in depth discussion and negotiation between pairs of children around issues in sustainable development. Our primary concern is to investigate questions about codependent access points, which may enable positive interdependence among children. Codependent access points are characteristics that enable two or more children to participate and interact together. In Youtopia these implemented through sequences of stamps that are required for successful interaction, which can be assigned to children (codependent mode) or remain unassigned (independent mode).},
keywords = {children, Collaboration, digital tabletop, multi-touch interaction, positive interdependence, sustainability, tangible computing},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Antle, Alissa N., Wise, Alyssa F., Nielsen, Kristine
Towards Utopia: Designing Tangibles for Learning Proceedings Article
In: Proceedings of the 10th International Conference on Interaction Design and Children, pp. 11–20, Association for Computing Machinery, Ann Arbor, Michigan, 2011, ISBN: 9781450307512.
Abstract | Links | BibTeX | Tags: children, design, learning, sustainability, sustainability education, tangible computing, Tangible User Interfaces
@inproceedings{10.1145/1999030.1999032,
title = {Towards Utopia: Designing Tangibles for Learning},
author = {Alissa N. Antle and Alyssa F. Wise and Kristine Nielsen},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1999030.1999032},
doi = {10.1145/1999030.1999032},
isbn = {9781450307512},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 10th International Conference on Interaction Design and Children},
pages = {11–20},
publisher = {Association for Computing Machinery},
address = {Ann Arbor, Michigan},
series = {IDC '11},
abstract = {We describe a tangible user interface-based learning environment for children called Towards Utopia. The environment was designed to enable children, aged seven to ten, to actively construct knowledge around concepts related to land use planning and sustainable development in their community. We use Towards Utopia as a research prototype to investigate how and why tangible users interfaces can be designed to support, augment, or constrain learning opportunities. We follow a design-oriented research approach that includes a theoretically grounded analysis of design features of Towards Utopia to understand how and why design choices influence the kinds of learning opportunities created. We also describe the results of our empirical evaluation of learning outcomes in order to validate the effectiveness of our design. We conclude with general guidelines for the design of tangibles for learning.},
keywords = {children, design, learning, sustainability, sustainability education, tangible computing, Tangible User Interfaces},
pubstate = {published},
tppubtype = {inproceedings}
}
2009
Antle, Alissa N., Droumeva, Milena, Ha, Daniel
Hands on What? Comparing Children's Mouse-Based and Tangible-Based Interaction Proceedings Article
In: Proceedings of the 8th International Conference on Interaction Design and Children, pp. 80–88, Association for Computing Machinery, Como, Italy, 2009, ISBN: 9781605583952.
Abstract | Links | BibTeX | Tags: children, comparative experiment, digital tabletop, embodied interaction, evaluation, event table, input methods, interaction styles, jigsaw puzzle, Methodology, object manipulation, tangible computing, tangible interaction, video analysis
@inproceedings{10.1145/1551788.1551803,
title = {Hands on What? Comparing Children's Mouse-Based and Tangible-Based Interaction},
author = {Alissa N. Antle and Milena Droumeva and Daniel Ha},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1551788.1551803},
doi = {10.1145/1551788.1551803},
isbn = {9781605583952},
year = {2009},
date = {2009-01-01},
urldate = {2009-01-01},
booktitle = {Proceedings of the 8th International Conference on Interaction Design and Children},
pages = {80–88},
publisher = {Association for Computing Machinery},
address = {Como, Italy},
series = {IDC '09},
abstract = {We investigate the similarities and differences -- in terms of quantitative performance and qualitative behaviors -- between how children solve an object manipulation task using mouse-based input versus tangible-based input. This work examines the assumption common in tangible computing that direct physical manipulation is beneficial for certain spatial tasks. We describe an ecologically valid comparison of mouse-based versus tangible-based input for a jigsaw puzzle task in order to better understand the tradeoffs in choosing input and interaction styles. We include a traditional cardboard puzzle for comparative purposes. The results of an experiment with 132 children indicate children are more successful and faster at solving puzzles using a tangible-based approach. Detailed temporal analysis indicates that pairs in the tangible group spend most of their time using a combination of epistemic and pragmatic actions which support mental problem solving. Conversely, pairs in the mouse group use an ineffective trial and error strategy.},
keywords = {children, comparative experiment, digital tabletop, embodied interaction, evaluation, event table, input methods, interaction styles, jigsaw puzzle, Methodology, object manipulation, tangible computing, tangible interaction, video analysis},
pubstate = {published},
tppubtype = {inproceedings}
}