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Tangible versus graphical user interfaces for robot programming: exploring cross-age children's preferences

机译:机器人编程的有形与图形用户界面:探索跨年龄儿童的偏好

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摘要

This study explores children's opinions and preferences regarding two isomorphic user interfaces that can be used for introductory programming activities, a tangible and a graphical one. The first system (tangible) comprises 46 cube-shaped blocks that represent simple programming structures and can be interconnected to form the programming code. The second system (graphical) presents on-screen the same programming space to the user (icons similar in appearance and operation with the tangible blocks). These two operationally equivalent user interfaces were given to three children groups of different ages (5-6, 7-8 and 11-12 years) to program the behavior of a Lego NXT robot. Children in dyads were let to interact with both systems, and during the activity, data were collected regarding children's first-sight preference, enjoyment and easiness-to-use. The quantitative and qualitative analysis followed indicated that the tangible interface was more attractive especially for girls, and it was more enjoyable and finally characterized as easier to use only by younger children who were less experienced with computers. On the contrary, for older (11-12 years old) children, the tangible even though was more enjoyable, it was not considered as the easiest-to-use user interface. Taking into account the lack of empirical evidences related to the tangible user interfaces, this study discusses not only the potential usability advantages but also the disadvantages of tangible user interfaces for children.
机译:这项研究探讨了关于两种同构用户界面(有形和图形用户界面)的儿童的意见和偏好,这些用户界面可用于入门编程活动。第一个系统(有形)包括46个立方体形的块,它们代表简单的编程结构,并且可以互连以形成编程代码。第二个系统(图形)在屏幕上向用户提供相同的编程空间(外观和操作与有形块相似的图标)。将这两个在操作上等效的用户界面分配给三个不同年龄(5-6、7-8和11-12岁)的儿童组,以对Lego NXT机器人的行为进行编程。使成双胞胎中的儿童与这两个系统进行交互,并且在活动期间,收集了有关儿童的第一眼偏好,娱乐性和易用性的数据。随后的定量和定性分析表明,有形界面尤其对女孩更有吸引力,并且更加令人愉悦,最后被表征为仅对计算机经验不足的较小的孩子更易于使用。相反,对于较大的儿童(11-12岁),有形的东西虽然更有趣,但它并不被认为是最易于使用的用户界面。考虑到缺乏与有形用户界面相关的经验证据,本研究不仅讨论了有形用户界面对于儿童的潜在可用性优势,而且也讨论了其不利之处。

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