“…This is very similar to standard techniques of low-fidelity prototyping [27], only that the focus was here explicitly on programming and implementation, rather than on general issues related to interface design. The activities normally start out from games and systems running on the computer, and during the activities, the systems often get "reprogrammed" in several variations [11].…”
Section: Staged Activities With Low-fidelity Materialsmentioning
We reflect upon the process of developing a tangible space for children's collaborative construction of screenbased systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held qualities often put forward with tangible interfaces were given up in favour of reaching overall goals of interaction. In particular our design involved a shift from a focus on persistent representation and readability of tangible code structures, to instead focus on achieving reusability of programming resources. On a general level, our results illustrate a view on tangibles as resources for action instead of only as alternative forms of data representation. Importantly, this view includes action directed towards the computer as well as off-line socially oriented action conducted with the tangible artefacts.
“…This is very similar to standard techniques of low-fidelity prototyping [27], only that the focus was here explicitly on programming and implementation, rather than on general issues related to interface design. The activities normally start out from games and systems running on the computer, and during the activities, the systems often get "reprogrammed" in several variations [11].…”
Section: Staged Activities With Low-fidelity Materialsmentioning
We reflect upon the process of developing a tangible space for children's collaborative construction of screenbased systems. As in all design work, the design process involved continual refinements of initial ideas and their practical realisation. We discuss how some widely held qualities often put forward with tangible interfaces were given up in favour of reaching overall goals of interaction. In particular our design involved a shift from a focus on persistent representation and readability of tangible code structures, to instead focus on achieving reusability of programming resources. On a general level, our results illustrate a view on tangibles as resources for action instead of only as alternative forms of data representation. Importantly, this view includes action directed towards the computer as well as off-line socially oriented action conducted with the tangible artefacts.
“…The enactive level is that on which children's cognition is supported by motor action which can be whole body movement or fine motor movement [37][38][39]; vocational students learn logistics through bimanual manipulation while transferring from concrete action to symbol/ic level [28]; and medical students simulate surgery using bimanual manipulation and learn brain concepts while transferring from enactive experience to symbol/ic [40]. Iconic representations were applied by using TUI objects for manipulation [41], or virtual representations for tangible or intangible real life or hypothetical processes, solving real life problems.…”
Section: B Cognitive and Social Processes For Diversitymentioning
confidence: 99%
“…Both iconic representations are also applied in parallel [42]. A TUI can support bridging the gap between theory and practice [28,40] or can facilitate learning and use of computer programming on the iconic level as, for example, when children in pre-school learn computer programming using objects and icons [42,43] and using whole body movement [37]. The symbolic level is connected with intellectual skills and cognitive processing.…”
Section: B Cognitive and Social Processes For Diversitymentioning
“…In our previous research, we have involved children aged 8-12 in making their own computer games [3,4,14], using existing programming tools such as ToonTalk [6]. Figure 2 shows a sketch of a game created by two girls in sixth grade who participated in one such project.…”
Section: The Use Of Comics In Children's Game Designmentioning
confidence: 99%
“…Our third system (see Figure 7) differs from the other two since it does not only use contextual signs displayed on the computer screen, but also physical blocks and cards that are used for the interaction with the system [3,4]. The system is designed explicitly for groups of children to create dynamic simulations, games, and interactive play worlds that are run on-screen.…”
We present an approach to children's programming inspired by the semiotics of comics. The idea is to build computer programs in a direct and concrete way by using a class of signs that we call contextual signs. There are two aspects that distinguish contextual signs from other sign systems used for programming. The first is that the signs are displayed in the immediate visual context of the object that they refer to. The second is that the signs are used to illustrate actions and properties in a way that is directly perceivable by the user. We argue that these two properties make contextual signs a promising high-level approach for building systems that are rich in dynamic properties, such as the ones that children often like to build.
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