Composing is a neglected area of music education. To increase participation, many technologies provide open-ended interfaces to motivate child autodidactic use, drawing influence from Papert's LOGO philosophy to support children's learning through play. This paper presents a case study examining which interactions with Codetta, a LOGO-inspired, block-based music platform, supports children's creativity in music composition. Interaction logs were collected from 20 children and correlated against socially-validated creativity scores. To conclude, we recommend that the transition between low-level edits and high-level processes should be carefully scaffolded.
In this paper, we gather data from three groups of students doing three different assigned programming labs. For this, we use an online IDE for introductory programming that records student code editing, compiling, and testing activities down to the individual keystroke. The IDE also gathers periodic student feedback on frustration levels during the coding process.We report on patterns of student work, including working sessions, total time spent, how far ahead of deadline students start, and time of day worked. We compare work patterns between students who completed the assignments on time, and those who did not. We also compare statistics such as recent numbers of good and bad test runs and editing activity against reported student frustration levels. Finally, we review a sample of student compile errors in two different C language projects, one by beginning programmers, and the other by upperdivision programmers, and report the types of errors made in each group.We find several interesting results from these comparisons: students often work in short stints, they work fewer late hours than might be expected, and early starts on a project, while useful, are not as critical to success as might be expected. We also find that patterns of compile errors and bugs do not correlate closely to student frustration-different students have different emotional responses to the same situations. And we find that even among advanced students, compile errors are skewed toward simple mistakes, and the majority of errors are of just a few different types.
Identifying points of engagement from a person's interaction with computers could be used to assess their experience and to adapt user interfaces in real-time. However, it is difficult to identify points of engagement unobtrusively; HCI studies typically use retrospective protocols or rely on cumbersome sensors for real-time analysis. We present a case study on how children compose digital music at home in which we remotely identify points of engagement from patterns of interaction with a musical interface. A mixed-methods approach is contributed in which video recordings of children's interactions whilst composing are labelled for engagement and linked to i) interaction logs from the interface to identify indicators of engagement in interaction, and ii) interview data gathered using a remote video-cued recall technique to understand the experiential qualities of engaging interactions directly from users. We conclude by speculating on how the suggested indicators of engagement inform the design of adaptive music systems. CCS CONCEPTS• Human-centered computing → HCI design and evaluation methods; Empirical studies in HCI; • Applied computing → Sound and music computing; Education.
This first workshop on explainable AI for the Arts (XAIxArts) brings together a community of researchers and creative practitioners in Human-Computer Interaction (HCI), Interaction Design, AI, explainable AI (XAI), and Digital Arts to explore the role of XAI for the Arts. XAI is a core concern of Human-Centred AI and relies heavily on HCI techniques to explore how complex and difficult to understand AI models such as deep learning techniques can be made more understandable to people. However, XAI research has primarily focused on work-oriented and task-oriented explanations of AI and there has been little research on XAI for creative domains such as the Arts. This workshop will: i) build an XAIxArts research community; ii) map out the current and future possible landscapes of XAIxArts; iii) critically reflect on the potential of XAI for the Arts, forming the basis for an edited book on XAIxArts and an international network of researchers. CCS Concepts: • Human-centered computing → Human computer interaction (HCI); Interaction design; Visualization; • Applied computing → Arts and humanities; • Computing methodologies → Artificial intelligence.
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