Abstract
We discuss three design strategies for improving the quality of social interaction and learning with interactive museum guides: 1) embodied interaction; 2) game-learning; 3) a hybrid system. We used these strategies in our prototype Kurio, which is aimed at supporting families visiting museums. The results of our evaluation show positive implications of implementing the design strategies: closing the social gap, naturalizing technology, and supporting exploration and discovery in learning.
Original language | English |
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Title of host publication | Proceedings of the 3rd International Conference on Tangible and Embedded Interaction (TEI '09) |
Place of Publication | New York |
Publisher | ACM/IEEE |
Pages | 215-222 |
Number of pages | 8 |
ISBN (Print) | 978-1-60558-493-5 |
DOIs | |
Publication status | Published - 2009 |
Externally published | Yes |
Event | 3rd International Conference on Tangible and Embedded Interaction (TEI 2009) - Cambridge, United Kingdom Duration: 16 Feb 2009 → 18 Feb 2009 Conference number: 3 |
Conference
Conference | 3rd International Conference on Tangible and Embedded Interaction (TEI 2009) |
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Abbreviated title | TEI '09 |
Country/Territory | United Kingdom |
City | Cambridge |
Period | 16/02/09 → 18/02/09 |
Bibliographical note
19Keywords
- families, group, group interaction, hybrid system, learning, museums, social interaction, tangible user interface