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HCC: Small: Designing Tangible Computing for Creativity

HCC: Small: Designing Tangible Computing for Creativity
HCC:小型:为创造力设计有形计算
批准号:
1218160
负责人:
Mary Lou Maher
金额:
$50.0万
依托单位国家:
美国
项目类别:
Continuing Grant
财政年份:
2012
资助国家:
美国
项目状态:
已结题
起止时间:
2012-09-01 至 2016-08-31

项目摘要

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中文摘要
翻译
这个项目的目标是更好地理解有形用户界面(TUI)的设计特征、思考创造性任务时使用的手势和创造性解决问题之间的关系。人们对开发针对数字环境的有形用户界面越来越感兴趣,这导致了大量可掌握的交互设备。这个项目寻求有形计算和认知之间的关联,更具体地说,是与创造性认知之间的关联,然后利用这种关联来影响有形交互环境的设计。创造性解决问题的一个标志是通过识别一个问题与另一个已经解决的问题的相似性来解决问题的能力,特别是如果这些问题表面上看起来不同,但有一个共同的潜在结构。认识到两个表面上不同的问题是相似的,这一行为需要一个关键的创造性步骤,这可以说是一次精神上的飞跃。通过提高知觉,从而增强对空间或结构相似性的认知,图们可能会促进创造性问题解决的心理飞跃。综合观察和设计会议的结果,该项目的智力价值是:研究儿童在使用TUI时的活动的方法,包括观察和设计;基于对有形计算、手势和思维以及创造力的研究,为观察数据制定可重复使用的编码方案;以及有形设备的设计原则。更广泛的影响:该项目的成果可用于为儿童和成人开发激励学习技术,鼓励以非传统方式学习。该项目还将通过与马里兰大学HCILab活动的联系及其与公共广播的联系,对公众和专业人士对有形计算在教育中的作用的理解产生影响。拟议的项目注重创造力在教育和学习中的重要性,从而使社会更广泛地受益,从而导致一个更具创新性和更具竞争力的社会。
英文摘要
The objective of this project is to develop a better understanding of the relationships between the design features of tangible user interfaces (TUIs), the gestures used when thinking about creative tasks, and creative problem solving. There is an increasing interest in developing tangible user interfaces to digital environments that has resulted in a large number of graspable interactive devices. This project seeks correlations between tangible computing and cognition, and more specifically, with creative cognition, and then uses that correlation to impact the design of environments for tangible interaction. One hallmark of creative problem solving is the ability to solve a problem by recognizing its similarity to another already solved problem, particularly if the problems appear dissimilar on the surface, but share an underlying structure. The act of recognizing that two superficially different problems are analogous requires a key creative step, which can be characterized as making a mental leap. TUIs may facilitate a mental leap in creative problem solving by enhancing perception and therefore cognition of spatial or structural similarities. The intellectual merit of the project, arising from the synthesis of the results of the observation and design sessions are: a methodology for studying children's activities while they use TUIs that has two parts: observation and design; a reusable coding scheme for observation data that is based on research in tangible computing, gesture and thought, and creativity; and design principles for tangible devices. Broader impacts: The results of this project can be used to develop motivating learning technology for children and adults that encourage learning in non-traditional ways. The project will also have an impact on public and professional understanding of the role of tangible computing in education through an association with the University of Maryland HCILab activities and their association with pubic radio. The proposed project has benefits to society more broadly by focusing on the importance of creativity in education and learning, which leads to a more innovative and competitive society.
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