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This study examines the benefits of tangible interfaces for collaborative learning and interaction compared to multi-touch user interfaces. Tangible User Interfaces (TUIs) allow users to interact with digital content through physical object manipulation. The study compares the advantages and disadvantages of TUIs and multi-touch interfaces, highlighting how tangibility can benefit logistics apprentices in solving warehouse design tasks. The research methodology involves tabletop learning environments and experiments with apprentices using both interfaces. Results show that tangible interfaces improve performance and learning gains, especially in logistic problem-solving tasks. Collaborative playfulness and exploration are key mediatory variables influenced positively by tangibility. The discussion emphasizes the importance of tangibility in enhancing understanding and solution-seeking in logistics tasks. The study concludes that tangibility facilitates better problem-solving and interaction in collaborative learning scenarios.
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Benefits of a Tangible Interface for Collaborative Learning and InteractionIEEE TLT, VOL 4, NO.3, JULI-SEPTEMBER 2011 2012 / 04 / 13 Andy Wang
Outline • Introduction • Comparison of Tangible and Multi-touch User Interfaces • Method and Experiment • Result • Discussion and Conclusion
Introduction • Recent development of technologies which embed computational capabilities into something • Innovative form of interaction • Tangible User Interfaces (TUIs) • Interact with digital content through the manipulation of physical objects • The implicit knowledge people have of everyday object • Tangible user interface v.s Multi-touch user interface • To identify the benefit of tangibility for logistics apprentices
Comparison of Tangible and Multi-touch User Interface • Tangible User Interface • Novel forms of human-computer interactions based on the physical manipulation of everyday objects • Based on the intuitive knowledge people have of everyday objects, and take advantage of their rich physical affordances • Been developed in a large variety of domains and take many different forms • Token, magnetic pucks, RFID • Projector, digital information
Comparison of Tangible and Multi-touch User Interface (cont.)
Comparison of Tangible and Multi-touch User Interface (cont.) • Advantages: • New physical actions • Augmented reality • Support face-to-face collaborative activities • Disadvantages • Blocking the learner in an “action mode” • Empirical Studies • Tangibility alone may not be a panacea. • Learning situation needs a mediatory variable to be really effective.
Comparison of Tangible and Multi-touch User Interface (cont.) • Multi-touch User Interface • Visualize and interact with an infinity of objects • TUIs are severely limited by the physical shape of the objects • No cluttered by tangibles and no information is hidden in the third dimension • Not easy to use • Limited 2D
Comparison of Tangible and Multi-touch User Interface (cont.) • Comparison • How the objects of interest are represented for the user • Multi-touch: flexibility, visualization • Physical objects: faster and more direct way to explore a problem space • System comparison • Both interfaces are for directness • Drag and Drop v.s Grabbing and Placing • The level of metaphor might influence how the users interact with the system
Method and Experiment • Tabletop learning environment • Paper window “Tinker Sheets” • Problem space • Address the influence of the layout on the efficiency of a warehouse • Tinker rather than sketching • Difficulties • Tangibles are not completely supplant sketching • Tangible or Multi-touch? • Collaboration and playfulness
Method and Experiment (cont.) • Experiment • 82 apprentices, 41 dyads • 30 apprentices (16 in touch, 14 in tangible) were in their first year, and 48 (18 in touch, 30 in tangible) in their second year • Procedure: • Individual pretest for space management and efficiency • Tinker Lamp to solve a problem • Record by two cameras and a microphone • Individual posttest, identical to the pretest, except that the warehouse’ layout varied • Questionnaire for user information and flow
Method and Experiment (cont.) • Measures • Goal performance: • number of accessible shelves in the warehouse • How efficiently the warehouse were built • Learning gain: posttest – pretest • Ability to judge the layout with regards to space management and efficiency of navigation • General warehouse design principle • Motivational, behavioral and cognitive process: collaboration, exploration • Questionnaire for playfulness
Result • Main performance & Learning gain
Result (cont.) • Mediatory Variables
Discussion and Conclusion • Logistic apprentices better solve a warehouse design task with a tangible interface • Tangibility is suited for understanding and seeking out solution in a logistic problem • The “touch” group performed the posttest worse than the pretest • Difference between the two tests • For the general question, both team perform equally well • The most import behavior predicting performance in this task was to explore as many layouts as possible. • Tangibility increase some mediator variables. • Easy to interact with others • Easy to find a new solution