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Analyzing Children’s Hand Actions using Tangible User
Interfaces
Alissa N. Antle
School of Interactive Arts and Technology
Simon Fraser University, Surrey, B.C., Canada V3T 0A3
aantle@sfu.ca
ABSTRACT
We present the theory and mixed methods approach for
analyzing how children’s hands can help them think
during interaction. The methodology was developed for a
study comparing indirect with direct input methods for
object manipulation activities in digitally supported
problem solving. We propose a classification scheme
based on the notions of complementary and epistemic
actions in spatial problem solving. In order to overcome
inequities when comparing mouse input with the multi-
access, bimanual input, we develop a series of relative
measures based on our classification scheme. This
methodology is applicable to a range of computationally
augmented activities involving object manipulation.
Author Keywords
Input methods, tangible computing, embodied interaction,
bimanual manipulation, video analysis, methodology.
ACM Classification Keywords
H5.2. User Interfaces: Evaluation/methodology.
INTRODUCTION
The embodied nature of tangible user interfaces has
become of increasing interest to designers of children’s
educational technologies [1-3, 5, 6, 11, 12]). This interest
is predicated on the view, common in education, that
learning through hands-on manipulation of physical
manipulatives may be beneficial (e.g., Montessori
Method, Frobel’s Gifts) [16]. However, there is little
empirical evidence to date to support such claims in the
realm of children’s tangible computing [1, 11].
Understanding the role that the hands play in supporting
certain mental processes during tangible interaction can
help guide design decisions about how to design such
interfaces. Studying children (aged 7-10) provides a
window on such interaction and may highlight results that
can be generalized to adult populations.
There are many open questions which concern the
interrelation between input style and resulting interaction
for a task that requires manipulation of objects or pieces
(e.g., jigsaw puzzle, block construction, tesselation). For
example: What are the differences between how physical
objects are manipulated with the hands compared to how
digital representations of those objects are manipulated
with a mouse? Does supporting users to manually handle
augmented physical objects change how they problem
solve? How can we design interfaces to support children
to offload difficult mental tasks to physical interactions
with environment through using their hands? Does
physical or digital manipulation take longer? If it takes
longer does this mean it is harder? Does direct physical
interaction allow more opportunities for actions which
support task learning?
In this paper we provide a description of a mixed
quantitative and qualitative methodology for comparing
the type, number, and duration of children’s hand-based
physical actions. We focus on an age appropriate spatial
problem solving task which involves objects that can be
represented both physically and digitally, and can be
manipulated with a mouse and by the hands. A large size
jigsaw puzzle is such an activity. The puzzle can be
implemented in its traditional cardboard form, in a PC-
based graphical user interface style with a single mouse
and on a tangible tabletop [15]. We present our
methodology using a jigsaw puzzle task for illustrative
purposes.
THEORETICAL FRAMEWORK
Object Manipulation
Computational objects can be manipulated using indirect
(e.g., mouse) and direct (e.g., touch, tangible) input
methods. Proponents of tangible and physical interaction
claim that the role of direct physical action on physical
computational objects can make abstract concepts more
accessible [13]. Less widely appreciated is the value of
actions that can simplify mental tasks which involve
abstract concepts or symbolic representations [9]. There is
a benefit to supporting physical actions on computational
objects which can make difficult mental tasks easier to
perform. For example, the physical manipulation of
jigsaw puzzle pieces makes the requisite mental tasks of
visual search, image visualization and spatial rotation
easier to perform. Task completion requires the tight
coupling of mental and physical operations. As the
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proportion of physical to mental operations is increased
the task becomes easier to perform (up to a threshold). As
users’ skill development proceeds through practice they
may reduce the proportion of physical to mental
operations to an optimal level as they develop the
requisite mental skills.
The value of using the hands to manipulate objects in
problem solving is not necessarily confined to direct input
methods. Objects and digital representations of objects
can be manipulated indirectly with a mouse. In order to
compare the benefits of indirect and direct approaches, we
require a methodology that can be equality applied to
both. The methodology must take into account the
cognitive benefits of object manipulation in problem
solving in general.
Thinking with Hands -- Complementary Actions
An individual or group of individuals can improve their
cognitive strategies for solving a problem by adapting the
environment. One of the ways individuals do this is
through a complementary strategy. Kirsh defines a
complementary strategy as any organizing activity which
recruits external elements to reduce cognitive loads [7]. A
complementary action can be recognized as an interleaved
sequence of mental and physical actions that result in a
problem being solved in a more efficient way than if only
mental or physical operations had been used. The external
elements may be fingers or hands, pencil and paper,
stickies, counters, or other entities in the immediate
environment. Typical organizing activities include
arranging the position and orientation of nearby objects,
manipulating counters, rulers or other artifacts that can
encode information through manipulation.
Complementary strategies involve actions which can be
either pragmatic or epistemic as described below.
Thinking with Hands -- Epistemic Actions
Individuals can use physical action in the environment to
lighten mental work through epistemic actions. Epistemic
actions are those actions used to change the world in order
to simplify the problem-solving task. This is often subtly
misstated or misinterpreted as manipulating something in
a task to better understand its context. However, the
defining feature is that the action changes the world in
some way which makes the task easier to solve. The
classic example involves a user manipulating pieces in the
computer game Tetris -- not to solve the task at hand but
to better understand how rotated pieces look [9]. Physical
action transforms the difficult task of mentally visualizing
possible rotations and offloads it to the world, making it a
perceptual-motor task of physically rotating pieces in
order to make the subsequent play of the game easier. In
this case actions aren’t directly related to solving the
current falling pieces in Tetris but instead make it easier
to understand how pieces look when they are rotated in
general so subsequent game play is easier. In contrast,
pragmatic actions are those actions whose primary
function is to bring the individual closer to his or her
physical goal (e.g., winning the game, solving the puzzle,
finding a solution).
From a methodological standpoint, it is often hard to
prove that an individual performs a particular action for
epistemic rather than for pragmatic reasons. An action can
serve both epistemic and pragmatic purposes
simultaneously. In the realm of jigsaw puzzles, players
typically organize pieces into groups containing: corner
pieces, edge pieces, same colored pieces, or pieces of
similar shape. These intermediate steps support visual
search, but their function is epistemic, in that they do not
bring players physically closer to their pragmatic goal of
placing pieces to complete the puzzle [8].
A Prototypical Example – Jigsaw Puzzle
A jigsaw puzzle is a visual search activity that is
traditionally solved by two or more players using a
combination of single and two handed manipulation of
physical objects. Solving a jigsaw puzzle requires a
combination of purely internal mental operations with
physical operations on objects [4, 8]. From an embodied
cognition perspective, a jigsaw puzzle is a prototypical
activity that requires the combination of purely internal
mental operations with physical operations on objects [4,
8]. Solving the puzzle requires that mental operations be
tightly coupled with physical actions in the environment
to test hypotheses and generate new states of information.
Physical manipulation may serve three intertwined roles
in jigsaw puzzle solving. First, players may manipulate
pieces simply to move pieces into their correct positions.
We call these direct placement actions. Second, players
may use a complementary strategy to manipulate pieces
on route to their correct placement because doing so
makes the mental operations of visual search, image
visualization and/or spatial rotation easier to perform by
offloading part of each operation to physical action in the
environment [7]. These actions are often part of a trial and
error approach to visual search and as such, their function
is pragmatic. We call these indirect placement actions.
Third, players may use a complementary epistemic
strategy in which they explore the problem space (e.g.,
organize puzzle pieces into groups containing corner
pieces, edge pieces, or pieces of the same colour or
shape). These actions result in a simplification of the task
through changing the environment. Their function is
epistemic [8, 10]. We call these exploratory actions.
These three kinds of actions are found in a range of other
kinds of activities involving object manipulation. For
example, In the URP urban planning tabletop [14], when
a user moves a building (which can be represented either
digitally or physically) to determine wind flow, we can
interpret the nature of the action on the building based on
the role moving it plays in problem solving. We can
interpret the action that results in the movement of a
building as direct placement when the user knows where
they want to place the building and does so. We can
interpret the action as indirect placement when the user
moves the building until a desired wind flow state is
achieved. We can interpret the action as an exploratory
move when the user moves the building in order to
explore how the system responds for various buildings
locations and orientations.
METHODOLOGY
The coding and quantizing of action events in object
manipulation tasks requires a theoretically based
methodology that defines classes of observable behavioral
events based on the role that hands-on action plays in
thinking. We provide our methodology for pairs of
subjects working together. It can be used for a single user
or extended to accommodate any number of multiple
users.
Classification of Observable Behavior Events
For a user manipulating pieces to solving a puzzle, we
have identified several kinds of observable behavioral
events. Each type of event can occur using the mouse to
manipulate a digital puzzle piece or the hands to directly
act on a physical puzzle piece. We acknowledge that this
classification scheme may need to be “tuned” to suit other
object manipulation activities. However, the three main
manipulation classes as described in the next paragraph
are appropriate for many activities and contexts.
Subjects’ behaviors in video segments can be coded using
an event based a unit of analysis called a “touch.” A touch
event begins when a puzzle piece is first “touched” (by
cursor or hand) and ends when the piece is “let go.” Based
on the roles of object manipulation in spatial problem
solving, we used three classes of touch events: direct
placement, indirect placement and exploratory. A direct
placement touch event is when manipulation only serves
to orient the piece to the correct location. We can visually
identity direct placement event when a user picks up a
specific piece and immediately places it, often with the
hands directly following eye gaze. There is no hesitation.
An indirect placement touch event occurs when the
subject manipulates the piece in order to determine where
it fits and then places it. In this case, physical
manipulation serves to offload some portion of mental
operation to physical action. A prototypical example is
when a subject picks up or selects a random piece and
moves the piece across the display, visually comparing it
to the puzzle image in order to see where it might fit using
a trial and error approach. An exploratory touch event is
when a user touches or moves a piece but does not place
the piece in the puzzle. A prototypical example is when a
subject organizes edge pieces by placing them in a pile.
We also included on-task but non-touch events (e.g.,
gazing at the puzzle; verbal or gestural communication
related to the task) and off-task events into our coding
scheme. Our scheme is mutually exclusive. The three
classes of touch events (i.e., direct, indirect and
exploratory) combined with the non-touch but on-task and
off-task classes constituted all observable behaviors. We
did not observe users simultaneously but independently
placing two pieces into the puzzle, one with each hand, so
we confine our analysis scheme to the dominant hand that
is manipulating an object. For paired interaction all video
was coded twice, once for each subject. Video examples
of each action event class can be found online. (Due to
ethical considerations with minors, please contact primary
author for details).
Relative Measures
In order to compare single mouse input with multi-user
input we developed relative measures. Manipulation time
(MT) is the absolute amount of time that pairs spend
“touching” a puzzle piece, using either their hands on
tangible objects or the mouse on digital objects. MT
includes direct, indirect and exploratory touches. CT is
completion time. For an activity that can be done multiple
times, CTn is the nth completion time. The value of MT
for a session exceeds completion time (CT) since the MTs
for each subject in a pair is summed. From this we can
derive relative manipulation time for a pair of subjects for
their first puzzle completion (RMT CT1). In general RMT
is the summed MTs for each subject in a session divided
by n times the CT1 (where n = number of subjects). For a
pair of subjects we have,
RMTCT1 = [MTCT1 subject a + MTCT1 subject b]
[2*CT1]
RMTCT1 gives a relative proportion of the puzzle first
completion time that participants spent manipulating
puzzle pieces. For example, RMTCT1= .75 means that
75% of the time taken to complete the puzzle the first
time was spent with one or both subjects manipulating
puzzle pieces. We can also calculate relative measures for
other event classes. For example, ROTNTCT1 is the
relative time during first completion spent in on-task but
in non-touch activity (OTNT). Similarly, ROffTCT1 is the
relative time spent during first completion time in off task
activity (OffT).
In order to further examine the proportion of touch
activity spent in direct, indirect and exploratory actions
we develop a second relative mean time metric. We can
calculate RMT for each kind of touch event as a
percentage of active manipulation time only. We then
have relative measures of direct placement (RMT1.DP),
indirect placement (RMT1.IP), exploratory (RMT1.Ex).
These variables give us an indication of the breakdown of
manipulation time (MT) into direct placement, indirect
placement and exploratory actions only for active
manipulation time. For a pair of subjects we have,
RMT1.XX = [MT1.XX subj a + MT1.XX subj b]
[2*MT1]
For example, RMT1.DP = 15% means that 15% of the
time actively manipulating objects was spent with one or
both subjects taking direct placement actions on puzzle
pieces. Using these variables we can compare the single-
controller mouse group with the multi-access tabletop
groups.
Temporal Analysis
After classification it is possible to create temporal
visualizations of subject events for each session. We also
suggest calculating average frequency and durations for
each event class, and running lag sequential analysis in
order to determine common sequential patterns of actions.
Our recent work suggests the importance of
interpretations based on both relative measures and
analysis of the temporal patterns of interaction in order to
fully understand the details of interaction.
CONCLUSION
Understanding the opportunities and challenges of a
tangible approach to children’s computational activity
design requires new methodologies that investigate the
role of the hands in human computer interaction. We
contribute such a methodology based on an embodied
perspective on cognition.
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