Tangible Technology

Study

Decades of research tell us that manipulating physical objects is essential to early childhood development. There is a growing use of digital technology for early childhood education. This study evaluates the use of an iPad app called Tiggly Draw. It combines the use of physical shapes and digital technology to teach preschoolers basic shape recognition and to support creative play. The game play of the app involves children drawing with canonical shapes for (circles, squares, triangles, and stars) and a selection of features that can be dragged onto the shapes to create different designs. We had 50 three to four year olds play, with one of two versions of Tiggly Draw, for eight minutes. The control condition (app only) consisted exclusively of screen interactions with children dragging the shapes and features from on screen icons. The experimental condition (tiggly shapes) used 4 soft plastic shapes that were physically pressed on the screen to create the shapes. In both conditions, upon creating a shape the app writes and speaks the name of the shape. Sounds and animations also accompany the placement of features on the drawings. Our hypotheses were that both shape recognition and creativity would be aided by the combination of digital and physical interaction. Shape recognition was measured through a pretest/post timed trial that involved placing the 4 shapes into identical shaped holes in a plastic toy. Using a 2 x 2 ANOVA we found a significant interaction. Three year olds showed significantly greater improvement using the tiggly shapes version while four year olds showed no difference (p= .02). An analysis of the game play found that the younger children also created more shapes than the older children (p= .01). Our primary measure of divergent creativity was the number of unique features that children used in their 8 minutes of play. Here, we found a distinct advantage for the four year olds with both main effects for condition (p = .01) and an interaction (p = .001). The use of tangible tiggly shapes produced more divergent play than the app only version for four years olds.

Design Implications

The best way to have children interact with technology is to have it be multimodal. The more sense that are engaged the greater the opportunities for learning. However, age is a factor, and only so much can be taught. In theory this approach can be adopted for more complex tasks such as programing for older children. For example Osmo’s Coding Starter Kit. With adults having a physical interface that combines with their digital interface might enhance productivity. Perhaps ‘potentially’ tangible affordances are better than simply visual ones.

How we use computers to enhance our memory

Background

We use various kinds of technology everyday in our lives. Often we use technology to augment our memories. This is sometimes called prosthetic memory, or external memory. It can be in the form of another person, or saved as data on computers for later consumption. Sparrow, Liu, and Wegner (2011) conducted a study to see what happens to our own memory when we offload(save) it. They found that our memory for offloaded items goes down. The problem is this result has been inconsistent in its replicability. Furthermore we don’t know much about why we make the decisions to offload.

What we do know is that people will only offload onto other people if they believe that person to be reliable and trustworthy. Furthermore, we know that people will only offload if they believe they will have access to the offloaded information. What is unclear is how sensitive trust in a computer is. I devised an experiment to manipulate trust in the storage device to see if people would still offload. My results showed that having the computer fail to save information would make people lose trust in the computer and thus not offload when asked to use the same computer again. Furthermore, during their practice using the computer , people did not experience the offloading effect. This is likely because they default to not trusting that they would have future access until it was proven that they would.

Design Implications

When we are designing file saving systems, we need to account for trust in these systems. By making it obvious that an item was saved will lead to better retrievability of both an offloaded item, and items that were not offloaded. An example of this would be a quick link that appears on the screen showing them that a file was indeed saved.