Publication

Tangible Interfaces for Learning

Sébastien Cuendet
2013
EPFL thesis
Abstract

There have been many claims that Tangible User Interfaces (TUIs) can have a positive impact on learning. Alleged benefits include increasing usability, improving engagement and collaboration of students, and providing a better perception of the task, especially spatial ones. However, there exists little empirical data to back up these claims. Moreover, for all their potential benefits for learning, TUIs are still scarcely used in schools. This thesis explores these two issues in the specific context of vocational education and training of carpenter apprentices. The learning objectives concern spatial skills and in particular, the mapping between 2D and 3D representations. We study (1) whether TUIs can support the training of spatial skills, and if so what features allow them to do so, and (2) what kinds of classroom pedagogical scenarios TUIs can support. We follow a design-based research approach and run empirical studies, mostly in classrooms. The contributions of this thesis touch on three research domains:

  1. Spatial skills. Our results show that TUIs can help teach spatial skills to carpenter apprentices. The tangible nature of TUIs can help the learner relate multiple representations of an object, especially for difficult problems. It can also lower the barrier to entry into a learning domain for beginners.
  2. Learning with TUIs. According to our results, TUIs can benefit learning, but the mere fact of using TUIs does not guarantee learning. Instead, special attention needs to be given to the design of the TUI. Small design variations, such as the physical correspondence between the tangible object and its virtual representations, or the type and timing of feedback given to the user, can have a significant impact on learning.
  3. Classroom technologies and orchestration. We explore several classroom pedagogical scenarios that TUIs can support. The most promising one is to use a TUI as part of a hybrid classroom learning activity that includes both TUI and non TUI steps. Additionally, we devise two ways to promote the integration of TUIs in classroom. First, we introduce 5 design principles that reduce the classroom orchestration load. Second, we show how new web technologies can be used to deploy TUIs in schools at a lower cost.
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Related concepts (42)
Tangible user interface
A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.
User interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
Design
A design is a concept of either an object, a process, or a system that is specific and, in most cases, detailed. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in some artwork and craftwork).
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