ABSTRACT
We present BacPack, a tangible museum exhibit for exploring bio-design. BacPack utilizes tangible tokens on a large multitouch table display to allow visitors the opportunity to participate in a playful bio-design activity-engineering bacteria for sustaining life on Mars. To understand the role of tangible tokens in facilitating engagement and learning with the exhibit, we developed and evaluated two versions of BacPack: one with tangible tokens and one that consists of only multitouch interaction. Results from an evaluation in the Tech Museum of Innovation indicate that tangible tokens provide additional opportunities for collaborative problem solving and impact learning through support for tinkering and experimentation. We discuss design considerations for exhibits that facilitate creative engagement and exploration with biology.
- Alissa N. Antle. Scratching the Surface: Opportunities and Challenges from Designing Interactive Tabletops for Learning. In Victor R. Lee (ed) Learning Technologies and the Body: Integration and Implementation, Education Research Series, Routledge (Taylor & Francis) (2015), 55--73.Google Scholar
- Alissa N. Antle and A.F. Wise. Getting down to details: Using learning theory to inform tangibles research and design for children. In Interacting with Computers, 25, 1 (2013), 1--20.Google Scholar
- Alissa N. Antle, Milena Droumeva, and Daniel Ha. 2009. Hands on what?: comparing children's mousebased and tangible-based interaction. In Proceedings of the 8th International Conference on Interaction Design and Children (IDC '09). ACM, NY, NY, USA, 80--88. Google ScholarDigital Library
- Sanjay Chandrasekharan. 2009. Building to discover: A common coding model. Cognitive Science, 33: 1059--1086.Google ScholarCross Ref
- Sarah D'Angelo, D. Harmon Pollock, and Michael Horn. 2015. Fishing with friends: using tabletop games to raise environmental awareness in aquariums. In Proceedings of the 14th International Conference on Interaction Design and Children (IDC '15). ACM, NY, NY, USA, 29--38. Google ScholarDigital Library
- Michael Horn, Brenda Phillips, Margaret Evans, Florian Block, Judy Diamond, and Chia Shen. 2015. Visualizing the tree of life: Learning around an interactive visualization of biological data in museums. In Proceedings of the National Association for Research in Science Teaching Annual International Conference (NARST '15).Google Scholar
- Michael Horn, R. Jordan Crouser, and Marina U. Bers. 2012. Tangible interaction and learning: the case for a hybrid approach. Personal and Ubiquitous Computing 16, 4: 379--389. Google ScholarDigital Library
- Michael Horn, Zeina Atrash Leong, Florian Block, Judy Diamond, E. Margaret Evans, Brenda Phillips, and Chia Shen. "Of BATs and APEs: an interactive tabletop game for natural history museums." In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2059--2068. ACM, 2012. Google ScholarDigital Library
- Michael Horn, Erin Treacy Solovey, R. Jordan Crouser, and Robert J.K. Jacob. 2009. Comparing the use of tangible and graphical programming languages for informal science education. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '09). ACM, NY, NY, USA, 975--984. Google ScholarDigital Library
- Eva Hornecker, Paul Marshall, and Yvonne Rogers. 2007. From entry to access: how shareability comes about. In Proceedings of the 2007 conference on Designing pleasurable products and interfaces (DPPI '07). ACM, NY, NY, USA, 328--342. Google ScholarDigital Library
- Thomas Humphrey, Joshua Gutwill, and Exploratorium APE Team. "Fostering active prolonged engagement." San Francisco, CA: The Exploratorium (2005).Google Scholar
- International Genetically Engineered Machine (iGEM). Retrieved August 2, 2015 from http://igem.org/AboutGoogle Scholar
- Seung Ah Lee, Engin Bumbacher, Alice M. Chung, Nate Cira, Byron Walker, Ji Young Park, Barry Starr, Paulo Blikstein, and Ingmar H. Riedel-Kruse. 2015. Trap it!: A Playful Human-Biology Interaction for a Museum Installation. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, NY, NY, USA, 2593--2602. Google ScholarDigital Library
- Joyce Ma, Lisa Sindorf, Isaac Liao, and Jennifer Frazier. 2015. Using a Tangible Versus a Multi-touch Graphical User Interface to Support Data Exploration at a Museum Exhibit. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '15). ACM, NY, NY, USA, 33--40. Google ScholarDigital Library
- Paul Marshall. 2007. Do tangible interfaces enhance learning?. In Proceedings of the 1st international conference on Tangible and embedded interaction (TEI '07). ACM, NY, NY, USA, 163--170. Google ScholarDigital Library
- Taylor Martin and Daniel Schwartz. 2005. Physically Distributed Learning: Adapting and Reinterpreting Physical Environments in the Development of Fraction Concepts. Cognitive science 29, 4: 587--625.Google Scholar
- Amor A. Menezes, John Cumbers, John A. Hogan, and Adam P. Arkin. "Towards synthetic biological approaches to resource utilization on space missions." Journal of The Royal Society Interface 12, no. 102 (2015): 20140715.Google Scholar
- Johanna Okerlund, Evan Segreto, Casey Grote, Lauren Westendorf, Anja Scholze, Romie Littrell, and Orit Shaer. SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design. In Proceedings of the Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16), pp. 141--149. ACM, 2016. Google ScholarDigital Library
- Seymour Papert. 1980. Mindstorms: Children, Computers and Powerful Ideas. NY: Basic books. Google ScholarDigital Library
- Jean Piaget. 1954. The construction of reality in the child. NY: Basic Books.Google Scholar
- Mitchel Resnick, Brad Myers, Kumiyo Nakakoji, Ben Shneiderman, Randy Pausch, Ted Selker, and Mike Eisenberg. 2005. Design Principles for Tools to Support Creative Thinking. Technical Report: NSF Workshop Report on Creativity Support Tools. WA, DC.Google Scholar
- Orit Shaer, Consuelo Valdes, Sirui Liu, Kara Lu, Kimberly Chang, Wendy Xu, Traci L. Haddock, Swapnil Bhatia, Douglas Densmore, and Robert Kincaid. 2013. Designing Reality-Based Interfaces for Experiential Bio-Design. Personal and Ubiquitous Computing 18, 6: 1515--1532. Google ScholarDigital Library
- Orit Shaer, Megan Strait, Consuelo Valdes, Heidi Wang, Taili Feng, Michael Lintz, Michelle Ferreirae, Casey Grote, Kelsey Tempel, and Sirui Liu. 2012. The design, development, and deployment of a tabletop interface for collaborative exploration of genomic data. International Journal of Human-Computer Studies 70, 10: 746--764. Google ScholarDigital Library
- Scott S. Snibbe and Hayes S. Raffle. "Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits." In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1447--1456. ACM, 2009. Google ScholarDigital Library
- Consuelo Valdes, Michelle Ferreirae, Taili Feng, Heidi Wang, Kelsey Tempel, Sirui Liu, and Orit Shaer. 2012. A collaborative environment for engaging novices in scientific inquiry. In Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces (ITS '12). ACM, NY, NY, USA, 109--118. Google ScholarDigital Library
Index Terms
- BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design
Recommendations
SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design
TEI '16: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied InteractionWe present SynFlo, a tangible museum exhibit for exploring bio-design. SynFlo utilizes active and concrete tangible tokens to allow visitors to experience a playful biodesign activity through complex interactivity with digital biological creations. We ...
CapWidgets: tangile widgets versus multi-touch controls on mobile devices
CHI EA '11: CHI '11 Extended Abstracts on Human Factors in Computing SystemsWe present CapWidgets, passive tangible controls for capacitive touch screens. CapWidgets bring back physical controls to off-the-shelf multi-touch surfaces as found in mobile phones and tablet computers. While the user touches the widget, the surface ...
BacPack for New Frontiers: A Tangible Tabletop Museum Exhibit Exploring Synthetic Biology
ISS '16: Proceedings of the 2016 ACM International Conference on Interactive Surfaces and SpacesWe present BacPack for New Frontiers, an interactive museum exhibit that introduces core synthetic biology concepts to visitors through tangible, multi-touch, and physical interaction. The exhibit engages users in the design and engineering of bacteria, ...
Comments