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[1] MiLa: An Audiovisual Instrument for Learning the Curwen Hand Signs Late-Breaking Works: Extending User Capabilities / Hong, Matt H. Y. / Hicks, William S. / Horn, Michael S. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1691-1697
ACM Digital Library Link
Summary: We present a novel musical system for learning the Curwen-Kodaly hand signs, which stand for solfege syllables and pitches (do, re, mi, etc.). These hand postures comprise a system of musical notation typically used in sight-singing training to familiarize with patterns of musical tones. Therefore, what concerns us is music literacy as opposed to practice with any particular instrument. Our system uses a Leap motion sensor to recognize the hand signs and produce corresponding user-recorded sounds. For each hand sign, the system also displays a natural 3D scenery, which is intended to match the metaphorical nature of the tone and has a resemblance to the hand posture (e.g. mi is a steady or calm tone, so the hand sign is an open hand with palm downwards and the scenery is a calm but moving ocean).

[2] Invasion of the Energy Monsters: A Family Board Game about Energy Consumption Late-Breaking Works: Games & Playful Interaction / Banerjee, Amartya / Horn, Michael S. / Davis, Pryce Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1828-1834
ACM Digital Library Link
Summary: We present Invasion of the Energy Monsters, a board game that attempts to highlight the role of family practices in household energy consumption. While household energy management activities -- such as controlling heating and cooling systems -- tend to be adult centric, we believe that children and adolescents have a meaningful role to play in helping their families move toward more sustainable ways of living. To that end, Energy Monsters has been designed to scaffold interactions between family members and encourage conversations about electricity consumption and waste. In this paper we provide an overview of our current design and a brief summary of results from our playtesting sessions with five families, and a description of versions that are under development.

[3] Peter the Fashionista?: Computer Programming Games and Gender Oriented Cultural Forms Learning / AlSulaiman, Sarah / Horn, Michael S. Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.185-195
ACM Digital Library Link
Summary: We present a study of two games designed to help elementary and middle school students learn computer programming concepts. The first game was intended to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to girls. We recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. Our findings suggest that while the two games were equally effective in terms of learning outcomes, there were differences in motivation between players of the two games. Specifically, participants who reported a preference for girl-oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for girls. In addition, we describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results we reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that deliberately employing cultural forms, including gendered ones, may help create a more productive experience for learners.

[4] Fishing with friends: using tabletop games to raise environmental awareness in aquariums / D'Angelo, Sarah / Pollock, D. Harmon / Horn, Michael Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.29-38
ACM Digital Library Link
Summary: We present the design and evaluation of an exhibit on the consequences of overfishing that we deployed at a local aquarium. The exhibit, Fishing with Friends, is a multiplayer game in which visitors compete to earn money by catching fish. As the game progresses, overzealous fishing results in damage to a simulated ocean ecosystem. Our goal is to encourage visitors to reflect on damage caused by overfishing and discuss strategies to preserve shared ocean resources. Aquariums are leading the effort to inform the general public about issues of marine sustainability. However, it is challenging to make these complex topics engaging and accessible to a diverse audiences in real-world settings. We conducted a study with 523 visitors at the aquarium to evaluate our design. Results from a questionnaire suggest that engagement with Fishing with Friends improved our target audience's awareness of environmental issues compared to those who were not exposed to the game. Our results also highlight challenges of using interactive tabletops displays in crowded and chaotic exhibit halls. On average, 52.6 visitors interacted with the game every hour that the exhibit was on display; this rapid flow limited engagement and presented unique design challenges that we discuss in this paper. Future work will be needed to assess longer term impacts and to compare game play to other forms of interactive and non-interactive interventions.

[5] "Let's dive into it!": Learning electricity with multiple representations / Beheshti, Elham / Obiorah, Mmachi / Horn, Michael S. Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.263-266
ACM Digital Library Link
Summary: Electrical circuits are difficult to understand. In this paper, we introduce Spark, a museum exhibit that enables learners to interact with multiple representations of electrical circuits at the same time. The goal is to familiarize children with fundamental concepts of electricity such as current and resistance. We tested our design with 6 parent-child dyads at a major science museum. Our study investigates how families make sense of representations at the level of circuits and at the level of electrons and ions. Our findings show a wide variety of visitor interactions with the exhibit, in particular when connecting the two representations of a circuit.

[6] Strawbies: explorations in tangible programming / Hu, Felix / Zekelman, Ariel / Horn, Michael / Judd, Frances Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.410-413
ACM Digital Library Link
Summary: In this demo we present Strawbies, a realtime tangible programming game designed for children ages 5 to 10. Strawbies is played by constructing physical programs out of wooden tiles in front of an iPad. This interaction is made possible with the use of an Osmo play system that includes a mirror to reflect images in front of the iPad through the front-facing camera. We combined this system with the TopCodes computer vision library for fast and reliable image recognition. Here we describe a set of principles that guided our iterative design process along with an overview of testing sessions with children that informed our most recent instantiation of Strawbies.

[7] Fluid Grouping: Quantifying Group Engagement around Interactive Tabletop Exhibits in the Wild Collaborative Tables, Walls & Rooms / Block, Florian / Hammerman, James / Horn, Michael / Spiegel, Amy / Christiansen, Jonathan / Phillips, Brenda / Diamond, Judy / Evans, E. Margaret / Shen, Chia Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.867-876
ACM Digital Library Link
Summary: Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for identifying groups within a dynamic flow of visitors through an exhibit hall; 2) we present measures of group-level engagement along with methods for statistically analyzing these measures; 3) we assess the effect of observational techniques on visitors' engagement, demonstrating that consented video studies do not necessarily reflect visitor behavior in more naturalistic circumstances; and 4) we present an analysis showing that groups of two, groups with both children and adults, and groups that take turns spend longer at the exhibits and engage more with scientific concepts.

[8] Energy diet: energy feedback on a bathroom scale Energy & environment / Kuo, Pei-Yi / Horn, Michael S. Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.435-446
ACM Digital Library Link
Summary: Energy Diet is a design concept for a digital bathroom scale that displays personal health information in the form of body weight alongside environmental health information in the form of carbon weight. We intentionally conflate these two types of feedback in an effort to encourage people to regularly monitor their energy use as they weigh themselves and to reflect on the complex relationships between personal health and environmental health. To inform our design we tested paper prototypes and administered two surveys with 500 participants. We then created a working prototype that we deployed in four participants' homes for one month each. This paper discusses findings and design implications from our surveys and in-home deployment. Overall, seeing carbon weight together with body weight on a scale helped participants to conceptualize energy consumption and to reflect on a range of daily activities and their environmental impacts.

[9] Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms Regular Papers / Weintrop, David / Beheshti, Elham / Horn, Michael S. / Orton, Kai / Trouille, Laura / Jona, Kemi / Wilensky, Uri Proceedings of the 2014 International Conference on INtelligent TEchnologies for interactive enterTAINment 2014-07-09 p.22-25
Keywords: Computational Thinking; Assessment; STEM
Link to Digital Content at Springer
Summary: This paper presents a pair of online, interactive assessments designed to measures students' computational thinking skills. The assessments are part of a larger project to bring computational thinking into high school STEM classrooms. Each assessment includes interactive tools that highlight the power of computation in the practice of scientific and mathematical inquiry. The computational tools used in our assessments enable students to analyze data with dynamic visualizations and explore concepts with computational models.

[10] Waiting for learning: designing interactive education materials for patient waiting areas Applications for learning / Leong, Zeina Atrash / Horn, Michael S. Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.145-153
ACM Digital Library Link
Summary: We describe the research and design of educational media for children in doctor's office waiting areas. Even though technology use for medical purposes has become increasingly prominent for doctors, administration, and patients, research on the use of interactive technology for health education is limited. In this project, we focus on clinics for Sickle Cell Disease treatment. These clinics treat patients of various ages and disease severity, but all patients make frequent, recurring visits for treatments and checkups. We describe our current research to better understand the behaviors and activities of patients as they wait in the clinic, their expectations and understandings of Sickle Cell Disease and its treatment, the educational material currently available, and our preliminary methods for developing interactive technologies for these environments. This research includes observations in pediatric clinic waiting areas, interviews with clinic staff, and preliminary user testing with our interactive designs.
    This paper details our observations of waiting areas in two sickle cell clinics. We discuss our findings and their implications for design. We also describe the design of an augmented reality tablet application that we placed in the waiting area for user testing. We use this study to discuss further design iterations and directions for future work.

[11] Frog pond: a code-first learning environment on evolution and natural selection Thursday short papers / Horn, Michael S. / Brady, Corey / Hjorth, Arthur / Wagh, Aditi / Wilensky, Uri Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.357-360
ACM Digital Library Link
Summary: Understanding processes of evolution and natural selection is both important and challenging for learners. We describe a "code-first" learning environment called Frog Pond designed to introduce natural selection to elementary and middle school aged learners. Learners use NetTango, a blocks-based programming interface to NetLogo, to control frogs inhabiting a lily pond. Simple programs result in changes to the frog population over successive generations. Our approach foregrounds computational thinking as a bridge to understanding evolution as an emergent phenomenon.

[12] Programming in the pond: a tabletop computer programming exhibit Works-in-progress / Horn, Michael S. / Weintrop, David / Routman, Emily Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1417-1422
ACM Digital Library Link
Summary: We present the design of an interactive tabletop exhibit intended to engage visitors in free-form computer programming activities at the Computer History Museum in Mountain View, California. We describe our design goals and outline challenges associated with creating this interactive experience for a free-choice learning environment. We review results of testing sessions with users from our target audience across three successive prototypes.

[13] Beyond video games for social change Forums / Horn, Michael S. interactions 2014-03 v.21 n.2 p.66-68
ACM Digital Library Link
Summary: The boundaries between 'the digital' and our everyday physical world are dissolving as we develop more physical ways of interacting with computing. This forum presents some of the topics discussed in the colorful multidisciplinary field of tangible and embodied interaction. -- Eva Hornecker, Editor

[14] Ultimate trainer: instructional feedback for ultimate frisbee players Let's get physical / Solomon, Cynthia / Banerjee, Amartya / Horn, Michael S. Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.137-140
ACM Digital Library Link
Summary: Ultimate frisbee is a rapidly growing sport that is played in more than 42 countries. Although it is often seen as a lighthearted pastime, significant training and practice are necessary to achieve an average level of throwing proficiency, and it is difficult for new players to map the flight of the frisbee to their throwing action. In this paper, we present Ultimate Trainer, a frisbee augmented with electronics that gives a player visual and haptic cues based on grip strength and angle of release, along with flight information such as rotation speed and time of flight. We give a brief account of our design and implementation with results of preliminary testing.

[15] Ghost hunter: parents and children playing together to learn about energy consumption Play and learn / Banerjee, Amartya / Horn, Michael S. Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.267-274
ACM Digital Library Link
Summary: We present the design and evaluation of Ghost Hunter, an interactive system to engage parents and children in seeking out hidden sources of energy consumption in their homes. Our system combines an electro-magnetic field (EMF) detector with a mobile tablet computer. Bringing Ghost Hunter within range of an electrical current activates the detector. Through the Ghost Hunter design we attempted to evoke the cultural form of hide-and-seek as a way to help children and parents structure their activity. We present our design and implementation followed by a qualitative evaluation conducted with seven families in their homes. Our findings describe how parents supported their children's learning about energy consumption, and ways in which the activities led to unexpected discoveries.

[16] Translating Roberto to Omar: computational literacy, stickerbooks, and cultural forms Full Papers / Horn, Michael S. / AlSulaiman, Sarah / Koh, Jaime Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.120-127
ACM Digital Library Link
Summary: We present the design and evaluation of an interactive storybook to support emerging computational literacy skills for preschool and early elementary school children. We structured our designs to take advantage of existing language literacy practices between parents and children around the cultural form of a children's storybook. We evaluated our design with 14 families from two distinct cultural backgrounds: families from the United States Midwest and families from Riyadh, Saudi Arabia. Our findings describe ways in which parents support and structure children's programming activities, and how parental involvement varied across the two groups.

[17] Interaction design, books, and cultural forms Workshop best position papers / Horn, Michael S. Proceedings of ACM IDC'13: Interaction Design and Children 2013-06-24 p.628-631
ACM Digital Library Link
Summary: What reasons do we have for continuing to incorporate traditional print media into interaction designs for children? In this position statement, I address this question from the perspective of cultural forms. My argument is that in the creation of novel forms of interaction it is advantageous to present strong and recognizable cultural forms to help parents and children structure their activity around familiar artifacts. This, in turn, helps activate valuable cognitive, physical, and emotional resources that parents and children can bring to bear on the new task.

[18] Circuit in pieces: understanding electricity from electrons to light bulbs Learning / Beheshti, Elham / Fitzpatrick, Colin / Hope, Alexis / Piper, Anne Marie / Horn, Michael Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.691-696
ACM Digital Library Link
Summary: Electrical circuits are difficult to understand. Novices tend to have incorrect understandings of what happens at the level of atoms and electrons in a circuit, which leads to difficulty in understanding and predicting the outcomes of various electrical circuits. We are designing an interactive learning tool called Circuit in Pieces (CiP) that enables learners to interact with representations of electrical circuits at both a micro and a macro level. Using a research through design process that includes interviews and sessions with six students, we explore different approaches for interacting in and between levels. In this paper, we offer preliminary results and design implications for supporting switching between macro and micro level views.

[19] StallTalk: graffiti, toilets, and anonymous location based micro blogging alt.chi: ethics / Friedman, Jonathan / Horn, Michael S. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2179-2188
ACM Digital Library Link
Summary: The ways in which we leave graffiti have not changed much in thousands of years. Humans have felt the need to anonymously leave messages to one another for centuries. In this paper, we introduce StallTalk (www.stalltalk.info), an anonymous location-based micro blogging website that uses QR codes posted in bathroom stalls. StallTalk allows users to leave digital graffiti on bathroom walls without actually causing permanent damage. Users scan the QR codes, which are unique to each stall, and write short messages to each other. We deployed StallTalk in over 500 locations and have had almost 9,000 unique visitors to our website.

[20] The role of cultural forms in tangible interaction design Cultural perspectives / Horn, Michael S. Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.117-124
ACM Digital Library Link
Summary: I suggest an approach to tangible interaction design that builds on social and cultural foundations. Specifically, I propose that designers can evoke cultural forms as a means to tap into users' existing cognitive, physical, and emotional resources. The emphasis is less on improving the usability of an interface and more on improving the overall experience around an interactive artifact by cueing productive patterns of social activity. My use of the term cultural form is derived from the work of Geoffrey Saxe and his form-function shift framework. This framework describes a process through which individuals appropriate cultural forms and restructure them to serve new functions in light of shifting goals and expectations. I describe Saxe's framework and then illustrate the use of cultural forms in design with three examples.

[21] Touch, click, navigate: comparing tabletop and desktop interaction for map navigation tasks Understanding users / Beheshti, Elham / Van Devender, Anne / Horn, Michael Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.205-213
ACM Digital Library Link
Summary: Multi-touch tabletops and desktop computers offer different affordances for interaction with digital maps. Previous research suggests that these differences may affect how a person navigates in the world. To test this idea we randomly assigned 22 participants to one of two conditions. Participants used the interfaces to complete a series of tasks in which they interacted with a digital map of a fictitious city and then attempted to navigate through a corresponding virtual world. However, based on participant performance, we find no evidence that interface type affects navigation ability. We discuss map navigation strategies across the two conditions and analyze multi-touch gestures used by participants in the tabletop condition. Finally, based on these analyses, we consider implications for the design of interactive map interfaces.

[22] FloTree: a multi-touch interactive simulation of evolutionary processes Demo session / Chua, Kien Chuan / Qin, Yongqiang / Block, Florian / Phillips, Brenda / Diamond, Judy / Evans, E. Margaret / Horn, Michael S. / Shen, Chia Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.299-302
ACM Digital Library Link
Summary: We present FloTree, a multi-user simulation that illustrates key dynamic processes underlying evolutionary change. Our intention is to create a informal learning environment that links micro-level evolutionary processes to macro-level outcomes of speciation and biodiversity. On a multi-touch table, the simulation represents change from generation to generation in a population of organisms. By placing hands or arms on the surface, visitors can add environmental barriers, thus interrupting the genetic flow between the separated populations. This results in sub-populations that accumulate genetic differences independently over time, sometimes leading to the formation of new species. Learners can morph the result of the simulation into a corresponding phylogenetic tree. The free-form hand and body touch gestures invite creative input from users, encourages social interaction, and provides an opportunity for deep engagement.

[23] FlowBlocks: a multi-touch ui for crowd interaction Multi-touch / Block, Florian / Wigdor, Daniel / Phillips, Brenda Caldwell / Horn, Michael S. / Shen, Chia Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.497-508
ACM Digital Library Link
Summary: Multi-touch technology lends itself to collaborative crowd interaction (CI). However, common tap-operated widgets are impractical for CI, since they are susceptible to accidental touches and interference from other users. We present a novel multi-touch interface called FlowBlocks in which every UI action is invoked through a small sequence of user actions: dragging parametric UI-Blocks, and dropping them over operational UI-Docks. The FlowBlocks approach is advantageous for CI because it a) makes accidental touches inconsequential; and b) introduces design parameters for mutual awareness, concurrent input, and conflict management. FlowBlocks was successfully used on the floor of a busy natural history museum. We present the complete design space and describe a year-long iterative design and evaluation process which employed the Rapid Iterative Test and Evaluation (RITE) method in a museum setting.

[24] Omnipedia: bridging the wikipedia language gap It's a big web! / Bao, Patti / Hecht, Brent / Carton, Samuel / Quaderi, Mahmood / Horn, Michael / Gergle, Darren Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1075-1084
ACM Digital Library Link
Summary: We present Omnipedia, a system that allows Wikipedia readers to gain insight from up to 25 language editions of Wikipedia simultaneously. Omnipedia highlights the similarities and differences that exist among Wikipedia language editions, and makes salient information that is unique to each language as well as that which is shared more widely. We detail solutions to numerous front-end and algorithmic challenges inherent to providing users with a multilingual Wikipedia experience. These include visualizing content in a language-neutral way and aligning data in the face of diverse information organization strategies. We present a study of Omnipedia that characterizes how people interact with information using a multilingual lens. We found that users actively sought information exclusive to unfamiliar language editions and strategically compared how language editions defined concepts. Finally, we briefly discuss how Omnipedia generalizes to other domains facing language barriers.

[25] Of BATs and APEs: an interactive tabletop game for natural history museums Teaching with games / Horn, Michael / Leong, Zeina Atrash / Block, Florian / Diamond, Judy / Evans, E. Margaret / Phillips, Brenda / Shen, Chia Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2059-2068
ACM Digital Library Link
Summary: In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups interacting with the exhibit without video recording. The goal of this research is to explore ways to develop "successful" interactive tabletop exhibits for museums. To determine criteria for success in this context, we borrow the concept of Active Prolonged Engagement (APE) from the science museum literature. Research on APE sets a high standard for visitor engagement and learning, and it offers a number of useful concepts and measures for research on interactive surfaces in the wild. In this paper we adapt and expand on these measures and apply them to our tabletop exhibit. Our results show that visitor groups collaborated effectively and engaged in focused, on-topic discussion for prolonged periods of time. To understand these results, we analyze visitor conversation at the exhibit. Our analysis suggests that social practices of game play contributed substantially to visitor collaboration and engagement with the exhibit.
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