Abstract-Space time cube representation is an information visualization technique where spatiotemporal data points are mapped into a cube. Information visualization researchers have previously argued that space time cube representation is beneficial in revealing complex spatiotemporal patterns in a data set to users. The argument is based on the fact that both time and spatial information are displayed simultaneously to users, an effect difficult to achieve in other representations. However, to our knowledge the actual usefulness of space time cube representation in conveying complex spatiotemporal patterns to users has not been empirically validated. To fill this gap, we report on a between-subjects experiment comparing novice users' error rates and response times when answering a set of questions using either space time cube or a baseline 2D representation. For some simple questions, the error rates were lower when using the baseline representation. For complex questions where the participants needed an overall understanding of the spatiotemporal structure of the data set, the space time cube representation resulted in on average twice as fast response times with no difference in error rates compared to the baseline. These results provide an empirical foundation for the hypothesis that space time cube representation benefits users analyzing complex spatiotemporal patterns.
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Background: Learning to manage a classroom is a difficult but important part of teacher education. Earlier research on simulations for learning classroom management has highlighted the difficulty of supporting reflection. Purpose: This case study explores and evaluates the design of a simulation for student teachers' reflection on classroom management. Design: The design process resulted in the scenario-based SIMPROV simulation, which was made in the form of a hypermedia radio theatre that students go through in pairs or triads. Authoritarian, authoritative, democratic, and compliant leadership styles were built into the choices student teachers made. Evaluation: The simulation was evaluated in two courses where the participants' level of reflection and perceived knowledge improvement was measured using a questionnaire. Forty-three first-year student teachers, 48 third-year student teachers, and 38 of the student teachers' mentors participated in the evaluation. Results: The results indicate that participants engaged in reflection and understanding to a high degree, and only to a low degree in critical reflection or habitual action. Conclusions: The conclusions are that the scenario-based simulation designed as a hypermedia radio theatre supported knowledge improvement, understanding, and reflection and that social interaction during and after simulation sessions was an important feature.
Haptics in the form of vibrations in game interfaces have the potential to strengthen visual and audio components, and also improve accessibility for certain populations like people with deafblindness. However, building vibrotactile game interfaces is difficult and time consuming. Our research problem was how to make a prototyping tool that facilitated prototyping of vibrotactile game interfaces for phones and gamepads. The results include a description of the prototyping tool we built, which is called VibEd. It allows designers to draw vibrotactile patterns, referred to as vibes, that can easily be tested on phones and gamepads, and exported to code that can be used in game development. It is concluded, based on user tests, that a haptic game interface prototyping tool such as VibEd, can facilitate haptic game interface design and development, and by that contribute to game accessibility for persons with deafblindness.
The purpose of our research project is to explore the design of gamelike simulations that allow pre-service teachers to explore and experiment with problematic classroom situations to develop proficiency in classroom management. The research problem for this paper is how to design a plausible, valuable to learn, and interesting game-like simulation that also is usable and opens up for reflection on and understanding of the scenarios in the simulation. We used 'research through design' and combined interaction design and game design to develop the SimProv simulation. 21 pre-service teachers were invited to evaluate it in a play session with constructive interaction and questionnaires. Sim-Prov consists of text-based scenarios where pre-service teachers can take actions corresponding to classic leadership styles. The results show that it provides a plausible, valuable, exploratory, playful, but not always interesting experience for pre-service teachers. The participants did engage in reflective discussions about the choices they made.
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