Tangible Interaction Design
and Schools
A Walkthrough
Faculty of Computer Science
Rosella Gennari
GENNARI R.
MELONIO A.
BONANI A.
RIZVI M.
A Walkthrough
Tangible Interaction Design
and Schools
Tangible
gamification
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
Tangible gamification
Control Box
Progression map
Tangible
gamification
Tangible social
learning
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
Tangible social learningTurnTalk
Tangible
gamification
Tangible social
learning
Tangible algorithmic
thinking
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
Tangible algorithmic thinking
GAT
Tangible
gamification
Tangible social
learning
Tangible algorithmic
thinking
Tangible STEAM
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
Tangible STEAM
?
AIM
and rationale
Engage primary-school children and
their teachers into STEAM by making
interactive tangibles
WORKSHOP
requirements
- Within a short time (2 hours)
WORKSHOP
requirements
- Within a short time (2 hours)
- With 21 primary-school children, aged
10—11, with no design or programming
experience and their 2 teachers
WORKSHOP
requirements
- Within a short time (2 hours)
- With 21 primary-school children, aged
10—11, with no design or programming
experience and their 2 teachers
- Fitting within their school curriculum and
concerning how to relate to others and
communicate emotions
WORKSHOP
requirements
- Introduction (20 minutes)
WORKSHOP
outlook
.WORKSHOP
Introduction
- Introduction (20 minutes)
- Ideation and conceptualisation (40 minutes)
WORKSHOP
outlook
.WORKSHOP
ideation and
conceptualisation
WORKSHOP
ideation
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
WORKSHOP
ideation
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
WORKSHOP
ideation
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps you
communicate your feelings or
mood.
EXAMPLE
A pen that tells others you
feel like staying alone.
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappellino
Un oggetto parte del
cappellino o che usa il
cappellino.
Cap
A cap or part of it.
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
.WORKSHOP
conceptualisation
MISSION
OBJECT VERIFIES REACTS
IF THEN
.WORKSHOP
conceptualisation
MISSION
OBJECT VERIFIES REACTS
IF THEN
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps
you communicate your
feelings or mood.
EXAMPLE
A pen that tells others
.WORKSHOP
conceptualisation
MISSION
OBJECT VERIFIES REACTS
IF THEN
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps
you communicate your
feelings or mood.
EXAMPLE
A pen that tells others
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappelli
Cap
A cap or part of
.WORKSHOP
conceptualisation
MISSION
OBJECT VERIFIES REACTS
IF THEN
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps
you communicate your
feelings or mood.
EXAMPLE
A pen that tells others
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappelli
Cap
A cap or part of
.WORKSHOP
conceptualisation
MISSION
OBJECT VERIFIES REACTS
IF THEN
Human actions A-6
Tilt
The user tilts the object on one of
three axes.
Pressure
Missions M-5
Social interaction
Create a concept that helps to
facilitate some kind of interaction
between people.
A pin for breaking the ice at a
party that lights up when you are
near your table companion.
GOAL
EXAMPLE
How do I feel?
DESCRIPTION
An object that helps
you communicate your
feelings or mood.
EXAMPLE
A pen that tells others
Things T-2
Bike
An object that integrates with
your bike or is brought along with
the bike, like a helmet or a lock.
Cappelli
Cap
A cap or part of
Feedback F-8
Vibrate
The object starts vibrating.
Vibration
- Introduction (20 minutes)
- Ideation and conceptualisation (40 minutes)
- Making with prototyping and programming (60
minutes)
WORKSHOP
outlook
.WORKSHOP
making
.WORKSHOP
making
.WORKSHOP
making
WORKSHOP
results in brief
WORKSHOP
results in brief
- Engagement according to
observations and again-again
survey: positive for all except
introduction
- Understanding through facilitators'
observations and notes of questions and
answers: positive except object cards
WORKSHOP
results in brief
- Engagement according to
observations and again-again
survey: positive for all except
introduction
- Understanding through facilitators'
observations and notes of questions and
answers: positive except object cards
WORKSHOP
results in brief
- Engagement according to
observations and again-again
survey: positive for all except
introduction
- Tangibles: all related to emotion
communication
- Understanding through facilitators'
observations and notes of questions and
answers: positive except object cards
WORKSHOP
results in brief
- Engagement according to
observations and again-again
survey: positive for all except
introduction
- Tangibles: all related to emotion
communication
.
Reflections: positive results for a 2-hour
workshop with unexperienced children
REFLECTIONS & LOOK-AHEAD
possibly,maybe,probably so
,
.
Reflections: positive results for a 2-hour
workshop with unexperienced children
REFLECTIONS & LOOK-AHEAD
possibly,maybe,probably so
,
Look-ahead:
- multi-cultural campus
.
Reflections: positive results for a 2-hour
workshop with unexperienced children
REFLECTIONS & LOOK-AHEAD
possibly,maybe,probably so
,
Look-ahead:
- multi-cultural campus
.
Reflections: positive results for a 2-hour
workshop with unexperienced children
REFLECTIONS & LOOK-AHEAD
possibly,maybe,probably so
,
Look-ahead:
- multi-cultural campus
- teachers asked for a training course
A Walkthrough
Tangible Interaction Design
and Schools
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
gennari@inf.unibz.it
abonani@unibz.it
srizvi@unibz.it
alessandra.melonio@unibz.it
Thank you
A Walkthrough
Tangible Interaction Design
and Schools
MELONIO A.
RIZVI M.
BONANI A.
GENNARI R.
gennari@inf.unibz.it
abonani@unibz.it
srizvi@unibz.it
alessandra.melonio@unibz.it

Tangibile interaction design and schools: a Walkthrough

  • 1.
    Tangible Interaction Design andSchools A Walkthrough Faculty of Computer Science Rosella Gennari
  • 2.
    GENNARI R. MELONIO A. BONANIA. RIZVI M. A Walkthrough Tangible Interaction Design and Schools
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
    AIM and rationale Engage primary-schoolchildren and their teachers into STEAM by making interactive tangibles
  • 12.
  • 13.
    - Within ashort time (2 hours) WORKSHOP requirements
  • 14.
    - Within ashort time (2 hours) - With 21 primary-school children, aged 10—11, with no design or programming experience and their 2 teachers WORKSHOP requirements
  • 15.
    - Within ashort time (2 hours) - With 21 primary-school children, aged 10—11, with no design or programming experience and their 2 teachers - Fitting within their school curriculum and concerning how to relate to others and communicate emotions WORKSHOP requirements
  • 16.
    - Introduction (20minutes) WORKSHOP outlook
  • 17.
  • 18.
    - Introduction (20minutes) - Ideation and conceptualisation (40 minutes) WORKSHOP outlook
  • 19.
  • 20.
    WORKSHOP ideation Things T-2 Bike An objectthat integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Feedback F-8 Vibrate The object starts vibrating. Vibration Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone.
  • 21.
    WORKSHOP ideation Things T-2 Bike An objectthat integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Feedback F-8 Vibrate The object starts vibrating. Vibration Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone.
  • 22.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Feedback F-8 Vibrate The object starts vibrating. Vibration Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it.
  • 23.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Feedback F-8 Vibrate The object starts vibrating. Vibration Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it.
  • 24.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Feedback F-8 Vibrate The object starts vibrating. Vibration Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure
  • 25.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Feedback F-8 Vibrate The object starts vibrating. Vibration Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure
  • 26.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Feedback F-8 Vibrate The object starts vibrating. Vibration
  • 27.
    WORKSHOP ideation Missions M-5 Social interaction Createa concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others you feel like staying alone. Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappellino Un oggetto parte del cappellino o che usa il cappellino. Cap A cap or part of it. Feedback F-8 Vibrate The object starts vibrating. Vibration
  • 28.
  • 29.
    .WORKSHOP conceptualisation MISSION OBJECT VERIFIES REACTS IFTHEN Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others
  • 30.
    .WORKSHOP conceptualisation MISSION OBJECT VERIFIES REACTS IFTHEN Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappelli Cap A cap or part of
  • 31.
    .WORKSHOP conceptualisation MISSION OBJECT VERIFIES REACTS IFTHEN Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappelli Cap A cap or part of
  • 32.
    .WORKSHOP conceptualisation MISSION OBJECT VERIFIES REACTS IFTHEN Human actions A-6 Tilt The user tilts the object on one of three axes. Pressure Missions M-5 Social interaction Create a concept that helps to facilitate some kind of interaction between people. A pin for breaking the ice at a party that lights up when you are near your table companion. GOAL EXAMPLE How do I feel? DESCRIPTION An object that helps you communicate your feelings or mood. EXAMPLE A pen that tells others Things T-2 Bike An object that integrates with your bike or is brought along with the bike, like a helmet or a lock. Cappelli Cap A cap or part of Feedback F-8 Vibrate The object starts vibrating. Vibration
  • 33.
    - Introduction (20minutes) - Ideation and conceptualisation (40 minutes) - Making with prototyping and programming (60 minutes) WORKSHOP outlook
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
    WORKSHOP results in brief -Engagement according to observations and again-again survey: positive for all except introduction
  • 39.
    - Understanding throughfacilitators' observations and notes of questions and answers: positive except object cards WORKSHOP results in brief - Engagement according to observations and again-again survey: positive for all except introduction
  • 40.
    - Understanding throughfacilitators' observations and notes of questions and answers: positive except object cards WORKSHOP results in brief - Engagement according to observations and again-again survey: positive for all except introduction - Tangibles: all related to emotion communication
  • 41.
    - Understanding throughfacilitators' observations and notes of questions and answers: positive except object cards WORKSHOP results in brief - Engagement according to observations and again-again survey: positive for all except introduction - Tangibles: all related to emotion communication
  • 42.
    . Reflections: positive resultsfor a 2-hour workshop with unexperienced children REFLECTIONS & LOOK-AHEAD possibly,maybe,probably so ,
  • 43.
    . Reflections: positive resultsfor a 2-hour workshop with unexperienced children REFLECTIONS & LOOK-AHEAD possibly,maybe,probably so , Look-ahead: - multi-cultural campus
  • 44.
    . Reflections: positive resultsfor a 2-hour workshop with unexperienced children REFLECTIONS & LOOK-AHEAD possibly,maybe,probably so , Look-ahead: - multi-cultural campus
  • 45.
    . Reflections: positive resultsfor a 2-hour workshop with unexperienced children REFLECTIONS & LOOK-AHEAD possibly,maybe,probably so , Look-ahead: - multi-cultural campus - teachers asked for a training course
  • 46.
    A Walkthrough Tangible InteractionDesign and Schools MELONIO A. RIZVI M. BONANI A. GENNARI R. gennari@inf.unibz.it abonani@unibz.it srizvi@unibz.it alessandra.melonio@unibz.it
  • 47.
    Thank you A Walkthrough TangibleInteraction Design and Schools MELONIO A. RIZVI M. BONANI A. GENNARI R. gennari@inf.unibz.it abonani@unibz.it srizvi@unibz.it alessandra.melonio@unibz.it