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For over thirty years researchers have suggested that both tangible user interfaces and digital games have potential to support learning. Each domain now has a well-developed body of literature about how to design them to enable learning benefits. What is needed is a way to bring this knowledge, which is often lengthy, dense, and jargon laden to design practice. To address this need, we designed Tango Cards--a card-based design tool. In this paper we report on the design and evaluation of the cards. We found that Tango Cards enabled a variety of uses that made design knowledge about tangible learning games accessible to designers. We identify and discuss how specific card features support or limit use by designers. We draw on our findings to set forth design considerations that may support others to create design tools (card-based or alike) that make academic design knowledge accessible to designers.
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Tango Cards: A Card-Based Design Tool for Informing the
Design of Tangible Learning Games
Ying Deng, Alissa N. Antle, and Carman Neustaedter
School of Interactive Arts + Technology
Simon Fraser University
250 -13450 102 Avenue
Surrey, BC, Canada
[yingd, aantle, carman_neustaedter]@sfu.ca
ABSTRACT
For over thirty years researchers have suggested that both
tangible user interfaces and digital games have potential to
support learning. Each domain now has a well- developed
body of literature about how to design them to enable
learning benefits. What is needed is a way to bring this
knowledge, which is often lengthy, dense, and jargon laden
to design practice. To address this need, we designed Tango
Cards—a card-based design tool. In this paper we report on
the design and evaluation of the cards. We found that
Tango Cards enabled a variety of uses that made design
knowledge about tangible learning games accessible to
designers. We identify and discuss how specific card
features support or limit use by designers . We draw on our
findings to set forth design considerations that may support
others to create design tools ( card-based or alike) that make
academic design knowledge accessible to designers.
Author Keywords
Design tools ; design cards; design practice; ta ngible user
interfaces ; educational games; tangible learning games;
ACM Classification Keywords
H.5.2 Information interfaces and presentation (e.g., HCI):
User i nterfaces—Theory and methods;
INTRODUCTION
Interactive technology is rapidly transforming the ways in
which people work, play, communicate, and learn. For over
forty years, researchers have worked to understand how to
harness the motivation power of games to create effective
games for learning. There now exists a robust body of
knowledge about what makes good educational digital
games. For example, Gee analyzed the learning principles
behind good video games in order to determine what makes
them motivating [7]. Fisch put forward design
considerations about how to integrate educational content
into game play effectively [6]. Castell and Jenson proposed
that effective games embed learning material into a broad
range of game elements including character selection, art,
narrative, programming, goals, game structures and play
[5].
In parallel, researchers investigated how tangible user
interfaces (TUIs) may be designed to support learning. For
example, they found that the physical manipulation
involved in tangible interaction may enable learners to
offload elements of mental processes to actions on physical
objects, which may make problem solving simpler [1]. The
physical properties of tangible objects may be used to
represent metaphorically related concepts to help learners
understand abstract concepts [16,20]. TUIs also may be
designed to support collaboration because they may provide
multiple objects with which to interact in larger spaces than
traditional desktop screen-based systems provide [11]. In
particular, Antle and Wise's Tangible Learning Design
Framework [2] represents a culmination of a range of
findings about designing effective TUIs for learning.
Recently, researchers have brought these two research
fields together, proposing that tangible learning games may
be a promising approach that can be designed to support
many kinds of learning. Desi gn knowledge about
educational games (such as [6,7]), and tangibles for
learning (such as [2]) provide rich academic knowledge to
draw on. However, these academically oriented design
guidelines and frameworks are lengthy, dense, and jargon-
laden, which make them hard to use in design practice [12].
Rogers calls for mechanisms of knowledge transfer
between design theory and practice that are "more
lightweight and accessible" than design guidelines and
frameworks [17].
We designed a card-based design tool, called Tango Cards,
to bridge the gap between scholarly design research about
tangible learning games, and the practice of designing such
games. Design tools and methods are a well- established
form of intermediate-level knowledge , with their
abstraction level spanning a broad range [9,13] . Together
with other examples of intermediate-level knowledge, such
as patterns, strong concepts, and heuristics, they serve as
alternative ways to construct knowledge and bring theory to
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http://dx.doi.org/10.1145/2598510.2598601
practice [9]. In particular, card-based design tools have
been used by a number of researchers to bridge the gap
between scholarly knowledge and design practice
[3,8,12,14]. They are hand-sized and typically contain both
text and pictures. Researchers have found design cards to be
effective as knowledge "transfer vehicle s" between theory
and practice [17].
In this paper, we present the design and evaluation of
Tango Cards. The goal of Tango Cards is to make scholarly
knowledge accessible in order to inform the design of
tangible learning games. We designed a set of cards,
conducted expert reviews, and then revised the cards. We
conducted a user study on the revised set to investigate how
designers used the cards, how card characteristics supported
or limited card use, and to better understand in what
situations and for whom the cards were effective. Through a
process of synthesis, reflection, articulation, and abstraction
[9], we present general design considerations that can be
used to create design cards (or other tools) to bridge theory
and practice in other design spaces.
BACKGROUND
Cards as Design Tools
Design researchers have created card-based design tools to
make knowledge produced by design-based research as
well as other domain knowledge accessible to designers.
Hornecker transformed her Tangible Interaction Framework
into Tangible Interaction Cards [12] to make the concepts
better fit into the ideation flow. Lucero and Arrasvuori
created PLEX Cards [14,15] to communicate the Playful
Experiences (PLEX) framework to designers in a form that
is more accessible in design discussions. Bekker and Antle
designed DSD Cards [3] to make information about
children's cognitive, physical, social, and emotional
abilities at different ages accessible to designers of
children's products. Halskov and Dalsgård developed
Inspiration Cards [8] to bring both existing technology and
application (communicated by the Technology Cards) as
well as knowledge about the specific project under design
(communicated by the Domain Cards) closer to designers as
sources of inspiration. They aimed to facilitate designers'
"reflective conversation" between the repertoire and the
situation [18]. IDEO created Methods Cards1 to expose
designers to a variety of methods that they can use to
understand the people they are desi gning for.
In studies of design cards design researchers have found
that cards can help structure design discussions, ensuring a
design space is viewed from different perspectives. Cards
can help speed up the refinement and iteration of ideas
[3,14]. Cards can also help kick off design discussion and
foster focus shift when the discussion becomes
unproductive [8,12]. The information on the cards provides
designers with a common vocabulary to use in design
1 http://www.ideo.com/work/method-cards
discussion [8,14]. Cards can also be used to plan and guide
evaluation [12,14,15].
In particular, the form of cards is important in terms of how
the cards support designers. The small physical form of
cards affords physical manipulation [12]. Cards can serve
as a physical reference during design discussion, facilitating
communication and shared understanding [3,12]. Cards can
be used to bookmark discussion ideas [12,14]. Indeed, as
Hornecker claims, using cards is tangible interaction [12].
Each set of cards serves as a useful design tool for its
specific design space, often enabling the transfer of
knowledge from academe to design practice. However, card
research to date has not been generalized to other design
situations. Nor have researchers always articulated what
design knowledge was embedded in their card artifacts.
Another limit of previous work is that most card sets were
designed to provide inspiration in the early stage of a design
process (e.g. [8,12,14]). Less is known about how to design
cards that can inform designers and can be used at various
stages of design.
Design Space of Tangible Learning Games
The design space that Tango Cards were designed to
support— tangible learning games, actually consists of three
dimensions: tangibles, games, and learning, with the
learning dimension embedded in the first two; that is, the
tangible and game dimensions are learning- focused. It is a
complex design space in terms of its multiple dimensions,
and the complex design knowledge involved with each
dimension.
We translated the knowledge about designing tangibles for
learning from the Tangible Learning Design Framework
(TLD) by Antle and Wise [2]. We extracted learning game
design principles mainly from the learning principles that
Gee derived by analyzing examples of good video games
through cognitive science lenses [7] , and design
considerations that Fisch summarized by drawing upon his
experience designing educational games [6] .
DESIGNING TANGO CARDS
Our design goal for Tango Cards was to make knowledge
about designing tangible learning games, which researchers
have produced through design-based rese arch, accessible to
designers in different activities throughout the design
process. Our first priority wa s to create cards that could be
used to accurately and easily inform designers during their
work. Our se cond priority was to create cards that provided
inspiration.
Considering that tangible learning games are still in their
infancy and mostly exist in laboratories as research
prototypes, the target audience of Tango Cards for now and
the immediate future would mostly be design researchers
and students. However, in the long term (hopefully in the
Figure 1. A Tangible Card, front/text side. Figure 2. A Game Card, back/picture side.
near future) design practitioners in industry will also get
involved in designing tangible learning games. We
designed Tango Cards with both the current and future
target users in mind.
Tango Cards Design
We first did a literature review of research about design
cards including [3,8,12,14]. We then designed our cards
based on this review and our goals. The final design was a
set of 25 cards, approximately 3.8" by 4.4" in size. A PDF
copy can be downloaded from
http://antle.iat.sfu.ca/tangocards
Tango Cards consist of two categories: cards about
tangibles and cards about games. The learning aspect is
embedded in all cards. The cards are colour- coded by
category: blue colour for the 11 tangible learning cards
(Figure 1), and orange colour for the 14 game cards (Figure
2). These colours are very distinct , which enables de signers
to sort the cards by category when needed. For example,
when they are unfamiliar with only one category of
knowledge.
Our review reveal that cards intended for inspirational use
(such as [12,14] ), tend to include only a few words related
to a concept on each card. Our priority for Tango Cards was
to inform designers. Therefore we needed to include more
information about each concept on our cards to avoid
vagueness. Based on the design of IDEO and DSD cards [3]
(which cover more information), we decided to include five
types of information in the cards. The front side (Figure 1)
has five elements: title, design consideration ("Consider"),
rationale ("Why"), textual example ("Example"), and a
label "Tango Cards – Tangible, Learning, Games" in the
order from top to bottom. Titles are short, punchy phrases
capturing the gist of each concept. The design consideration
is framed as a question as inspired by [12]. The rationale
part explains what learning benefits such a design principle
can bring. The text example briefly describes one or a
couple of general ways to apply the design consideration.
The back of a card (Figure 2) contains the card title, a
picture example (with a short description), and a QR code
(unimplemented). Most pictures are photos of tangible
learning systems (games) that demonstrate the design
consideration. The picture examples serve as specific,
concrete examples of applying the concept.
The information architecture of the cards; that is, the spatial
arrangement of different elements as well as the font
hierarchy of the elements on the front side aligns with the
order of importance of different elements to card use. We
wanted to present the title and design considerations, which
communicate the core idea of the concept, at a glance.
Designers can choose to continue reading the other
elements if they need to .
Developing Card Content
When we developed the content, we used the card structure
(i.e., the different card elements as described above) as the
"template " to guide us in extractin g information from the
source literature [3,6,7]. We aimed to make the tit le
tantalizing and memorable as well as descriptive. We
focused on replacing academic jargon with simpler words
to make the information easier to understand and apply. We
thought that this rewriting would be important to both
design practitioners and design researchers and students.
For example, we didn't use the term of image schema used
in the source [2]. Instead, we adapted it to Simple Input
Actions (as the card title). We phrased the corresponding
guideline as "Does the TUI use simple, common movement
patterns, like in-out, up-down, and fast-slow, for input
actions?"
Choosing Picture E xamples
We chose to use pictures of tangible learning systems
(games) for most cards (e.g., FlowBlocks [20], Kurio [19],
Tern [10], Bifocal Models [4]). For previous cards that
focus on inspiring, their picture choice concentrate d on
inspiration and innovation. Researchers of these cards
suggested that picture examples should be familiar to end
users and easy to relate to [12,14]. They argue d that the
examples should not be too specific to constrain the
ideation space; nor should they be too general so that
designers find it difficult to relate to the examples and apply
them to their projects [8,12,14 ]. Because our focus was
informing rather than inspiring, we chose prototypical
examples rather than generic examples. We thought that the
former would better serve as sources of information
because they would provide more specific, concrete
guidance on how the concept could be applied. We
considered this to be especially helpful for the domain of
tangible learning games, which is still new to many
designers. We put the picture example on the back side
because of 1) the space constraint of the front side of the
cards and 2) their main anticipated use as further reference.
One major challenge that we faced when looking for picture
examples was that there are not many tangible learning
games. For some concepts, we could not find a suitable
prototype example. In such cases, we used pictures from
everyday activities/objects, commercial video games, or
diagrams (e.g. Super Mario for the Intrinsic Rewards 2 card
and a diagram for Feedback as Scaffold ).
Pictures of prototypical examples are complex and may be
unfam iliar to designers . They provide more information but
also require context to make sense. However, we did not
think that providing generic examples from everyday life
would be an effective way to communicate the dense
concepts in this domain without additional explanation
either. That was why we intended to include a QR code to
point users to further explanation on the prototype example
and other relevant information.
Expert Review
After our initial design of the cards, we conducted expert
reviews with four researchers. The researchers were three
PhD students and one senior researcher with expertise in
TUI design, game design, or learning science. They studied
or worked in Canada, United States, and Australia.
The goal of our expert review was to identify and fix any
quality issues with the cards and to ask the experts to
provide feedback for our subsequent designer studies. The
experts were provided with an electronic copy of the card
set and our interview questions about a week before the
interview on Skype or in person . The interview consisted of
12 open-ended questions, soliciting feedback on card
content (e.g., whether they were easy to understand,
2 We refer to cards by their title in italics.
whether they were at the right level of detail, any
inaccuracies); image examples (whether they were helpful
in illustrating the guidelines); visual design; their
anticipated card uses; and overall impression about the
cards. The interviews took about 1.5 hours.
Based on experts' feedback, we revised some wording that
they found confusing, inaccurate, or had negative
connotations. For example, the title "Content on the
Plotline" was changed to "Integrating Content and Play".
Two of experts thought some prototypical examples,
especially examples of Bifocal Models 3 , were too complex
and required much context to make sense. We changed
several of these examples accordingly. For example, for the
Intrinsic Rewards card, w e replaced the Bifocal M odel
picture with a picture of Mario turning into Super Mario
after eating a mushroom as a reward . Actually t he experts
suggested using pictures of video games or everyday life in
general instead of prototypical examples . However, we
continued to use tangible learning game pictures for most
cards because our priority was informing and we wanted to
explore the effectiveness of prototyp ical examples for
informing design .
USER STUDY
After we revised the card set, we conducted a user study to
evaluate if the cards were effective in informing the design
of tangible learning games. We also examined how the
cards' features supported or limit ed the usage of the card s.
We used a combination of observation, interview, and
survey methods.
Participants
We conducted 12 sessions with 12 pairs of graduate and
undergraduate design students at Simon Fraser University
(Canada). The 24 participants (seven female and 17 male)
comprised nine graduate students and 15 undergraduate
students. All but one were from the interaction design
program at our university. Seven of them were members of
an undergraduate student game developers' club.
We wanted to recruit participants with experience with
designing for at least one of tangibles, games, or learning
applications. However, we were unable to find enough
participants with tangible or learning experience , which
speaks to the need for Tango Cards! As a result, we decided
to recruit designers with general interaction design
experience and exempted the requirement for learning
design experience. We paired the final 24 participants so
that the experience of each pair covered both tangible
design (or general interaction design) and game design.
Five pairs had tangible experience while the other seven
pairs did not. For convenience of reference and discussion,
3 Bifocal Models comprise a computer model connecting to
a sensor- based physical model. Bifocal Models aim to
support students in develop ing and/or investigating
scientific inquires. See [4] for more information.
the first five pairs will be referred to as the expert group ,
while the other seven pairs will be referred to as novice
group. This compromise in recruitment criteria can be seen
as a limitation of this study. However, in such a new and
complex design space, it would be rare that designers had
adequate knowledge about two or more dimensions of the
design space. Again, this speaks to the need for Tango
Cards.
Tasks: Two Design Cases
We developed two design cases to cover a variation in
design activities and application areas. The first design case
was a redesign of a web-based game that used concepts in
algebra to teach children about healthy eating (e.g. how to
eat balanced meals, nutritional knowledge). The task
involved redesigning from web to tangible form, and
making the game more effective in educating healthy
eating. This case was a later-stage design activity (redesign)
and school subject (algebra). The second design case was
concept development for a tangible learning game that
helped children understand the complexity involved in
building a sustainable environment. This case focused on
early-stage design activity (initial idea development) and a
more general concept (sustainability). Due to time
constraints we did not include a design case of evaluating
an existing design, although the redesign case actually
required participants to evaluate the old design in order to
decide how to approach their new design.
Procedure
We evaluated Tango Cards by observing participants using
the cards in the two design cases , followed by a semi-
structured interview and questionnaire. Before participants
started working on the design cases, they were given a 10-
minute introduction to TUIs. Participants were then
introduced to Tango Cards and were asked to explore the
deck for five minutes. After that, they were provided with
an explanation about the specifics of the first design case
(redesign). They worked on this activity for 40 minutes and
then presented their design concept and rationale for five
minutes. After a five-minute break, participants started
working on the second design case (new concept design),
which was structured in the same way as the first case.
Participants then filled out a questionnaire to rate the value
of the cards in different design activities, how much they
liked different sections of the cards, and the overall design
and value of the cards on a 5-point Likert scale. The session
ended with a semi-structured group interview. Questions
included asking participants about their overall impression
of the cards, what they liked and disliked about the cards,
and whether they would used the cards in future design
activities and how. Sessions lasted between 2.5 and 3 hours.
Data Collection and Analysis
We captured video and audio of the sessions. We also took
handwritten or typed notes during the design activities and
the interviews. The triangulation o f data from observation,
questionnaire, and interviews provides rigor and supports
the validity of our methods .
We analyzed the qualitative observation and interview data
inductively following a standard qualitative coding process
to search for common and atypical but interesting themes.
We also used findings from previous card work (e.g. how
designers used cards and values of cards) as an analytical
lens to search for evidence of themes reported in previous
research. We used descriptive statistics (mean and standard
deviation) to analyze questionnaire data.
RESULTS
Usage Scenario
We first present a comprehensive scenario ex tracted from
session 10 to demonstrate a variety of card uses and how
cards fit within the study's larger design process.
As P19 and P20 started working on design case two, P19
proposed using fruit- shaped control for the tangible
interface as inspired by the ' Coherent Mapping' card (she
soon realized her idea was actually about ' Linking through
Metaphor' ). P19 also generated an idea from the 'Intrinsic
Rewards' card. From there, they moved their ideation to
the white board and generated further ideas without cards.
After developing a few ideas, P20 suggested they return to
the cards on the table to evaluate their ideas using the
cards. They asked themselves whether their ideas
incorporated any rewards after checking the 'Intrinsic
Rewards' card, and said, "Yes." The 'Feedback as
Scaffold' card reminded them they had not developed
feedback mechanics. They went on to develop feedback
ideas, and then returned to cards to check other aspects of
their design.
"Pleasantly Frustrating?" "I think we got it."
"Pause for Reflection?" "For sure!" They both said.
"Thinking with Hand?" "Yes."
"Multiple Representations?" "Yes."
"Dynamic Exploration" "Yes."
When they saw the 'Simplified System' card, after some
initial hesitation and thinking, they realized their game
could have multiple levels with the entry level as a
simplified system. They went on to develop the game
Figure 3 . Working with Tango Cards.
mechanics for advanced levels. Finally, the 'Work
Together' card reminded P19 that they could make a multi-
player game. "They can play together!" claimed P19
excitedly.
As shown in the scenario, participants used cards to kick off
their discussion. Cards enabled them to formatively
evaluate their ideas. Cards guided them in developing
and/or fleshing out ideas, reminding them of perspectives
they would otherwise neglect. The cards also served as
physical reference and common vocabulary to help them
reach shared understanding.
Card Uses
In this section, we describe in detail two new card uses
identified in the user study. We also briefly mention three
other card uses that previous works have identified.
Formative evaluation
Formative evaluation— evaluating design ideas along the
way as they were being developed, is a new use and the
most prominent card use that we found. We observed
participants checking the information on the cards from
time to time to formatively evaluate the concepts that they
had developed. The guidelines on the cards either
confirmed that they were on the right track, or pointed them
to the right direction, or reminded them of something else
missing from their ideas. Sometimes participants went to
the cards for formative evaluation after they had developed
some game ideas without the cards, as described in the
previous usage scenario. Sometimes they reached for cards
right after they generated an idea, possibly with specific
cards on mind as illustrated below.
In design case 1 , P21 and P22 were discussing the game
mechanics of where the (food) items should be placed when
a new level of the game started. The idea they had at that
point was to have the food items stay where they were left
in the last round. However, they were not sure whether this
was good. "You know what, " said P21, " I was just looking
at this one here, " as he picked up the Dynamic Exploration
card and read the design consideration part, ' Can users
adapt their ideas through configuring and reconfiguring the
tangible objects in the space? ' Is there another card about
taking a pause for reflection or something?" He looked for
the Pause for Reflection card. P22 helped him find it. P21
checked the card and commented, "It might be a good idea
to force players to rearrange the starting positions... the
game won't get started until you put everything to where it
is supposed to be… set up the table…like setting up a chess
board..." So they approved their idea, as it was good for
players to explore their idea and reflect on it according to
the Pause for Reflection and Dynamic Exploration cards.
In the mini impromptu interview right after the first design
activity, P21 explicitly mentioned how the Pause for
Reflection card assured them that they were on the right
track.
Indeed, as P24 spontaneously remarked during design case
2 when he looked for cards to confirm his ideas: "This is
when I get to these (cards)… so that all these weird floating
ideas can be grounded in some kind of context…"
Advanced leverage of card form
As expected, we observed many instances where
participants did simple sorting and grouping of cards as a
way to decide which cards were relevant to their design
problem, and to bookmark discussion ideas [3,14,12].
Moreover, we observed more "advanced" arrangem ent and
manipulation of cards in two sessions, as a way to outline
their design rationale or analysis.
In design case 1, P17 and P18 used cards together with
sticky notes to externalize their analysis of the old design
(Figure 4, left). For example, they put a sticky note with
"algebra" on it onto the Linking through Metaphor card,
meaning that they believed the way the old game taught
algebra incorporated the "linking through metaphor" idea.
They put another sticky note with "dancing" on it on the
Intrinsic Reward card because they considered the robot
dancing at the end of each round when kids successfully
balanced the meals of robots an intrinsic reward.
In design case 2, P11 and P12 picked out and grouped the
cards into three piles, with each pile showing the concepts
that they incorporated into one of the three game modes
they designed (Figure 4, right). Each pile of the cards
consisted of tangible blue cards on the left and game orange
cards on the right. They meant to incorporate the game
concepts by applying the tangible mechanisms.
Other uses
We also found the following card uses that previous card
works have reported: to get inspiration when ideation gets
unproductive [3,14,12], to jump off ideation [8 ,12], and
using the content on the cards (mostly the title) as a
common vocabulary and communication shorthand [8,14].
Card Features that Supported Card Use
An analysis of observational, interview , and questionnaire
data revealed that the following card features support ed
Figure 4. Use cards to outline design rationale and analysis.
card uses: clear information hierarchy; short, punchy titles;
design considerations in a question format; and physicality
and mobility of the card form. In this section, we describe
the first two features in detail because they are unique to
Tango Cards and/or are not explicitly identified by previous
card works. The last two features have been described in
previous research (e.g. [3,12,14]). (We have also described
advanced uses of physical forms above.)
Clear information hierarchy
We received very positive feedback about the information
hierarchy design of Tango Cards. P24 said: "like the
hierarchy...the title is big…I recognize it the
best…'Consider' , 'Why', and 'Example' are ordered the
way I want them to be." P19 similarly remarked: "I think it
is the right order. I would read in this order…"
The information hierarchy let participants skim and scan the
information as they liked and needed, supporting
participants with varying levels of domain knowledge and
familiarity with the concepts . Expert group participant P23
stated: "I didn't read any example text, ever. I really like the
title, "Consider" and even the "Why" field… I didn't need
to go that far to have an idea about how to change the
design we had..." He later corrected himself and
commented that for some cards that he did not have a clear
idea about, he would use the examples. Another expert
group participant P11, a senior game researcher, said that
he only needed the title.
Another piece of evidence comes from an interesting
finding from the survey data. In the post- questionnaire,
participants were asked to rate how they liked different
elements of the cards on a 5-point Likert scale , with 5 being
liked most. The mean rating and standard deviation for each
element by both expert group and notice group is shown in
Figure 5. Due to the small sample size and uneven group
size, we were unable to run inferential statistics to see
whether the difference was statistically significant.
However, simple observation of the chart shows that the
expert group participants preferred the title and design
consideration ("Consider") to the other elements, while the
novice group participants rated rationale ("Why") slightly
above other elements. Their mean ratings of other elements
Figure 5. Expert vs. novice group participants' average ratings
on different card elements.
were quite close. One interpretation of this difference
between the two groups is that the information provided by
the title and design consideration was sufficient for expert
group participants with a relatively good understanding of
the domain knowledge to understand and apply the concept.
The novice group participants with less domain knowledge
needed access to more information on the cards to aid their
understanding.
Short, punchy titles
Using short, punchy phrases as titles, reinforced with large
font size and colour, has support ed the use of titles as a
quick visual reference and a communication shorthand
during discussions . According to our observation an d
interview data, the title was the most heavily used card
element. P19 commented that the titles "are well chosen. "
Moreover, title was rated high in post-questionnaire (Figure
5).
Card Features that Limited Card Use
Complex prototype (picture) examples
Picture examples on the back side were much less used than
the text side. Many participants responded with negative
feedback on the picture examples or simply did not use
them. Several participants said some pictures examples of
tangible learning systems (games) were difficult to
understand. For example, P18 said that he found the cards
using the Bifocal Models "intimidating". P11 said
prototypes from the university's research projects (such as
Kurio) were not accessible to general users outside the
school. On the other hand, picture examples with more
universal meanings generally received positive feedback,
such as from well-known commercial games (Super Mario
Bros.), everyday life (game controller), or diagrams.
Such feedback indicates that participants perceive d pictures
more as something to be taken at face value and used
quickly, rather than a visual pointer to further information
that required additional reading to understand. However, we
would argue that the unfavorable feedback could also be
attributed to a mismatch between the designated use of the
picture examples as pointers to specific examples for
further study, and the short duration of the design activities
in which the cards were evaluated. (Several participants
commented explicitly that they would check the prototype
examples if they had more time and during later iterations
with their design ideas.)
"Too much" information on the cards
Three pairs of participants (session 4, 6, and 7) commented
the cards were "a bit wordy" and/or there was too much
information on the card. P11 said: "…diving into
information-gathering mode of each card strongly kicked
me out of the brainstorming in my domain area". He
suggested the information should "go minimum", with only
a phrase such as the title. P13 also commented: " It seems it
is easier to get the message from just looking at the title and
then looking at the picture … we can almost not read the
writing …"
Such comments made sense when participants already
knew the concepts well, such as the game cards for
participants with game design experience. Yet they were
confusing when participants knew little about the concepts,
as was the case for novice group participants with the cards
about tangibles. Further investigation revealed that contrary
to our assumption, unfamiliarity with the tangible concepts
made novice group participants of session 4 and 7 use the
cards less or even ignore them, rather than read "abundant
information" to pick up the concepts. For example, P8 of
session 4 admitted that he used the tangible cards less than
game cards. P8 said he found tangible cards not that helpful
because he was not familiar with them. He remarked: "[saw]
TUI cards like introduction to these ideas; while seeing
game cards like reminder to these ideas…"
Expert group participants P11 and P12 of session 6 (two
PhD students with game research background) did examine
the tangible cards that they knew less more closely (as we
hoped). P12 said: "…never dealt with tangible cards, have
to read them more carefully… because not that familiar
with the concepts…" Despite this, P11 and P12 still disliked
that reading information got in the way of their ideation (as
P11 stated above). From these data, we see a clash between
these participants' preference for not being distracted from
fast-paced ideation on one hand, and their need for the
information on the cards on the other. P11 insightfully
commented: "…the card is just this big. You can only do so
much about them…constrained by space strongly. If your
impulse is to put as much as possible on them, then you are
going in the wrong direction…"
Lack ing in distinguishing visual elements
We observed in many sessions instances where participants
tried to retrieve a card they had discussed before from a pile
of cards, but did not suc ceed. P11 criticized: "(The cards)
didn't support me to differentiate the concepts and
remember them… if I have two cards side by side, I would
have to sit there and read them a bunch of times."
Next, we present how cards made design knowledge about
tangible learning games accessible to designers, who would
benefit most from such a design tool, and when during
design process Tango Cards should be useful.
Accessible: How
We examine the accessibility of the cards from the
following facets: Did designers fin d the knowledge easy to
understand? Did designers find the knowledge useful and
usable? How well did the cards fit into the design process ?
We analyze how the content, presentation , and form of the
cards make cards accessible [3], in terms of both individ ual
use and group use.
A quick reminder
The knowledge presented in a short and concise format by
cards provide s designers with a quick reminder to the
related knowledge and experience on their mind, which in
turn elicits idea generation and refinement. As P12 neatly
stated, the cards provided "a prod to memory ". Many
participants mentioned "reminder" when they commented
on cards' value (session 4, 6, 10, 11). P24 stated: "…even if
I have some background knowledge, it is nice to read one
nicely formed sentence that refreshes your memory…maybe
you don't know as well as you thought… I found it really
useful, even it is a concept I heard before…" In a similar
vein, P23 said: "…a sweet summary of research… things
you've probably read somewhere but you didn't remember
in the moment… accelerate refining…"
A learning-in-use tool (to some extent)
Besides reminding designers of their existing knowledge,
we suggest that cards support some level of concept
learning during the design process for some participants . P8
and P24 made explicit positive remarks about learning from
cards. P8 said although he had played a lot of games, he did
not know the game theories behind and how to apply them.
"I learned a lot (from the cards) in terms of the game that
played in the past and have a way to ground them, reuse
and apply them in future game design." Conversely, P11
argued that the role of the cards as a learning tool was at
odds with their role as a quick reminder because being a
learning tool required more information. Moreover, as
shown earlier, designers' prior knowledge level of the
domain also matters. Novice group participants avoided
cards that they knew too little about.
Common language
The concise information on the cards (especially the titles)
serves as a common language and communication
shorthand. They help participants articulate their ideas and
concerns and reach shared understanding during design
discussions. P8 commented: "I think it is a shorthand for
what you are talking about…becomes easier to throw it
around in development meetings…shared vocabulary in a
meeting…instead of spending 20 minutes explaining what it
means…" This finding is consistent with that found in
[8,14].
Physical anchor, making ideas tangible
Cards afford actions such as pointing, grabbing, grouping,
and sorting. Cards support participants in externalizing
design rationale and analysis, thus making ideas more
concrete and accessible to themselves and to their partners.
P11 thought the cards provided "concrete reference to
abstract ideas". P12 said: " …like being able to visually
glance and move them about … because that is the way my
mind works." This finding echoes with and extends that
found in [3,12,14].
In addition, the information hierarchy of the cards helped
make the knowledge accessible to users of varying levels of
domain knowledge and/or familiarity with different cards.
This has good practic al value because such team diversity
should not be unusual in real-world projects.
Accessible: When
We directly evaluated the cards in two design cases. Both
involved early concept development, although the redesign
case was more narrowly defined since the context and main
idea were already determined. Some sessions also started to
use the cards to iterate their ideas. Our findings confirmed
the utility of the cards for generative use as design
considerations in early concept development and iteration
of ideas. During the design activities we observed
participants' prevalent use of cards for formative evaluation
of design ideas. From this we can infer that the cards may
also be valuable for evaluative use as heuristics in
summative evaluation.
Accessible: Who
Although information architecture has helped support users
of varied level of domain knowledge, the finding that some
novice group participants used less or ignored Tangible
Cards suggests that a certain level of prior knowledge about
tangible learning games is necessary for designers to use
the cards effectively and appreciate their value. T his is also
supported by survey data. In the post-questionnaire,
participants were asked to rate the overall usefulness of the
cards on a 5-point scale, with 5 as most useful. The average
rating by expert group participants was 4.4 (standard
deviation 0.5), while the average rat ing by novice group
participants was 3.4 (standard deviation 0.9) . So less
familiarity with the design space made novice group
participants value the cards less .
DISCUSSION
We now discuss themes that have emerged from our
analysis of the study results as outlined above. We also
extracted and abstracted design considerations for designing
card-based design tools that make academic design
knowledge accessible to designers during their design
process. These design considerations can be generalized to
design tools (card-based or alike ) as knowledge transfer
vehicles for other design spaces . This would especially be
the case for design spaces where dense design knowledge
exists.
Streamlining, not distracting design flow
An analysis and synthesis of study findings shows that
supporting rather than distract from design flow is
important for the effectiveness of design cards. All the card
design features that were proved to be effective all
contributed to making the cards quick to use and/or fit into
the design flow. F or example, the information architecture
design supported scanning and skimming card information.
As another example, the card titles, serving as a common
vocabulary and communication shorthand, helped
accelerate reaching a shared understanding. On the other
hand, card design features th at were found unfavorable
hindered the design flow in some way; for example, "too
much information" could defeat its purpose. This echoes
with Rogers' claim that for theory to best inform design, the
ways of knowledge transfer should focus on the design
process and support the ways that designer work [17].
Design C onsiderations
Based on our study findings and experiences, we suggest
several considerations f or the creation of design cards, with
the dual goal of informing designers and supporting their
design flow.
Include "appropriate" amount of information. As we
observed in the study, there existed a tension between
participants' preference for staying focused on the fast-
paced ideation on one hand, and their need for card
information on the other. To mi tigate the tension, we argue
that a delicate balance should be achieved between
providing adequate information to effectively communicate
the design knowledge and minimize the cards' distraction
of designer's attention from design flow, with the priority
given to the latter. After all, c ard content was " secondary to
[their] thinking" (P13). We suggest considering these
factors when deciding the amount of information to present
on the cards: the knowledge level of target users with the
design space; the desi gn activities that the cards focus on
(e.g., ideation, evaluation, learning and research); and the
work style and preference of target users.
Transforming scholarly design knowledge into a set of
cards is a process of extraction and simplification. As a
result, much context and nuances of the original knowledge
is lost inevitably during this process. This entails a risk of
misinterpretation [3,12] . Inspired by [3], we suggest
providing links to detailed information (e.g., through a QR
code) from the source literature to rectify this.
Implement effective information architecture to support
skimming and scanning the information on the cards and
users of different knowledge levels. In Tango Cards, the
five elements are spatially arranged by their importance,
from "must read" (on the front, top) to "read if necessary"
(on the back, bottom). Visual characteristics are also
applied to reinforce the information architecture; for
example, different font sizes are used to signal the relative
importance of the elements. The section heading s (title,
"Consider", "Why", and "Example") are highlighted using
the colour of the card category (tangible and game). These
features were found to work well in our study.
Apply visual design to make cards highly searchable;
that is, make it easy to differentiate individual cards from
each other. Previous card research has mentioned this
briefly but did not delve into specifics. For example , it was
suggested colour coding could make cards more searchable
[3,12]. Tango Cards are colo ur coded by the two categories
(tangible and game). In addition, the titles in a large font
stand out and work effectively as a visual identifier for the
cards. Participants also suggested that further colour coding,
or using icons or thumbnails of picture examples would
make the cards even more searchable. We could also
consider introducing accessories such as clothes pegs for
designers to mark cards that they consider important.
CONCLUSION
Tango Cards address the need for a design tool to bridge the
gap between theory and practice for the growing design
space of tangible learning games. Based on our study
findings and experience, we present general considerations
for the design of cards for informing design practice in any
complex domain space. We hope this work will encourage
further conversations on how to design tools , especially
cards to make scholar design knowledge accessible to
designers. As future work, we would like to revise the cards
based on the findings and feedback from the user study, and
then to evaluate the cards in industry-based projects, which
have longer timespan s and real-life constraints.
ACKNOWLEDGMENTS
This work was supported by SSHRC and GRAND NCE
funding. We thank our many colleagues and participants for
their contribution (special thanks to Allen Bevans). We
thank DIS and past reviewers for their invaluable
comments.
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... Scholars in various fields of design research identified different characteristics of cards that make them effective as artefacts to be used within design practice [34,35,36]. As such they foster combinatorial creativity, serve as tangible containers for ideas and enable collaboration [37] and can therefore be used as conversation starters and orienting devices in the design process and support structuring design interventions [38,39]. ...
... As such they foster combinatorial creativity, serve as tangible containers for ideas and enable collaboration [37] and can therefore be used as conversation starters and orienting devices in the design process and support structuring design interventions [38,39]. Both as a physical artefact as well as digital objects in simulations, cards help in making ideas and arguments tangible, which supports the design process in moderating shared understanding and common language [34,35,38]. Beyond the aforementioned Carpe Diem, Viewpoints and ABC Learning Design method, also other learning co-design interventions make use of cards to devise pedagogical strategies with multiple participants. ...
... Beyond the aforementioned Carpe Diem, Viewpoints and ABC Learning Design method, also other learning co-design interventions make use of cards to devise pedagogical strategies with multiple participants. Examples include LEAGUE ideation toolkit, which is a card-based tool conceived for the collaborative ideation and design of Game-Based Learning experiences [40]; the Learning Design Cards [41] that helps teams of educators visualize and structure actual learning interventions with a specific emphasis on technology mediated educational environments; the Tango cards, specifically crafted for designing educational tangible games [34]. ...
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... Fifth, although we explored how our EssCards can be applied in a design context, we believe that our results can also be used for other purposes to reach a broader HCI audience. For example, researchers could explore the use of the EssCards as an evaluation tool to engage with various categories of customers or as a teaching aid to share insights about multisensory and crossmodal association [13,17,44]. To facilitate these and other future explorations, including the study of further scent-feature associations, we have included a blank template of our EssCards in the Supplementary Materialsection S.3. ...
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... Güldenpfennig [23] created a co-design toolkit to provide senior users with early tangible experiences of their future systems and to iteratively convert them into the final implementations. Tango cards [10] then supports the design of tangible learning games. Overall, to our knowledge, there is a lack of work focusing on people with ID. ...
This paper presents a co-design toolkit that aims to involve people with Intellectual Disability (ID) in the ideation of smart outdoor experiences. We conducted a series of workshops with young adults with ID and special-education professionals of a social-care center, to identify the physical and digital experience that could favour reflection and engagement of the addressed users, and empower them in solving daily-life challenges. Multiple refinements of iterative prototypes led to the design of an interactive toolkit, COBO, that integrates inspirational cards, interactive smart objects and multimedia contents to guide users during the conception of novel ideas. This paper illustrates the main insights of the conducted workshops and the design of COBO. It also reports on a preliminary evaluation we conducted to validate some design choices for the integration of physical and digital components within COBO.
Despite a wealth of behavior change theories and techniques available, designers often struggle to apply theory in the design of behavior change technologies. We present the Behavior Change Design (BCD) cards, a design support tool that makes behavioral science theory accessible to interaction designers during design meetings. Grounded on two theoretical frameworks of behavior change, the BCD cards attempt to map 34 behavior change techniques to five stages of behavior change, thus assisting designers in selecting appropriate techniques for given behavioral objectives. We present the design of the BCD cards along with the results of two formative and one summative study that aimed at informing the design of the cards and assessing their impact on the design process.
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- Jianfeng Wu
- Chuchu Jin
- Lekai Zhang
- Xuan Dong
Emotionally sustainable design helps users to develop an emotional attachment to a product and motivates them to continue using it, thus extending the product lifecycle, minimizing the need for new products and achieving product sustainability. However, the existing relevant design principles are still very scattered, and they could not effectively guide the emotionally sustainable design practice in a systematic way. We proposed an emotionally sustainable design (ESD) toolbox for product design based on the literature review and expert argumentation. The toolbox consists of seven themes and 20 principles under the three levels of emotional design. The usability of the ESD toolbox was then validated through design practice for the teapot product. The result shows that the ESD toolbox improved the efficiency of the sustainable design process and was helpful to the product's sustainability.
Game-based learning (GBL) has proliferated rapidly in recent years, with both industry and academic research communities calling for collaborative work practices in the educational game design process that need to address all the key GBL aspects and create a shared understanding among team members. Design cards have the potential to improve idea generation and communication between stakeholders. However, potential scaffolding for completeness (focusing on all key GBL dimensions) and collaboration (working together to produce something) in learning game design are not explored. Therefore, in this paper, we investigate how this design approach can scaffold for collaboration and completeness in the early phase of the learning game design process using a card-based GBL ideation toolkit in design workshops. Seven teams were analyzed using design artifacts and video recordings of the workshop session. The results are encouraging in terms of the applicability of ideation cards in the GBL design process to scaffold completeness and collaboration.
In this paper, we describe a set of user studies within the Bifocal Modeling (BM) framework. BM juxtaposes physical and computer models using sensor-based and computer modeling technologies, highlighting the discrepancies between ideal and real systems. When creating bifocal models, students build both a physical model with sensors of a given scientific phenomenon, and a computer model of the same phenomenon, connecting the two in real time with a special hardware interface. In this paper, we describe four formats for using BM in the classroom, as well as its affordances and characteristics.
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Design-oriented research practices create opportunities for constructing knowledge that is more abstracted than particular instances, without aspiring to be at the scope of generalized theories. We propose an intermediate design knowledge form that we name strong concepts that has the following properties: is generative and carries a core design idea, cutting across particular use situations and even application domains; concerned with interactive behavior, not static appearance; is a design element and a part of an artifact and, at the same time, speaks of a use practice and behavior over time; and finally, resides on an abstraction level above particular instances. We present two strong concepts—social navigation and seamfulness—and discuss how they fulfil criteria we might have on knowledge, such as being contestable, defensible, and substantive. Our aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.
Gaver and John Bowers have addressed the role of design practice in academic research in an article. They have proposed the idea of annotated portfolios as a way to communicate design research. This is done to provide an alternative to accounts that suggest for design to become productive as research, engaging in some sort of theory formation. The notion of annotated portfolios entails selecting a collection of designs, representing them in an appropriate medium, and combining the design re-presentations with brief textual annotations. Gaver and Bowers characterize their proposal as a methodology for communicating design research, and a methodology that is familiar to designers as well as artists. The idea of annotated portfolios eliminates a growing sense of discomfort with the way in which design practice is increasingly misappropriated by scientific notions of academic research.
Many researchers have suggested that tangible user interfaces (TUIs) have potential for supporting learning. However, the theories used to explain possible effects are often invoked at a very broad level without explication of specific mechanisms by which the affordances of TUIs may be important for learning processes. Equally problematic, we lack theoretically grounded guidance for TUI designers as to what design choices might have significant impacts on learning and how to make informed choices in this regard. In this paper, we build on previous efforts to address the need for a structure to think about TUI design for learning by constructing the Tangible Learning Design Framework. We first compile a taxonomy of five elements for thinking about the relationships between TUI features, interactions and learning.We then briefly review cognitive, constructivist, embodied, distributed and social perspectives on cognition and learning and match specific theories to the key elements in the taxonomy to determine guidelines for design. In each case, we provide examples from previous work to explicate our guidelines; where empirical work is lacking, we suggest avenues for further research. Together, the taxonomy and guidelines constitute the Tangible Learning Design Framework. The framework advances thinking in the area by highlighting decisions in TUI design important for learning, providing initial guidance for thinking about these decisions through the lenses of theories of cognition and learning, and generating a blueprint for research on testable mechanisms of action by which TUI design can affect learning.
There is a wealth of theoretical knowledge about the developmental abilities and skills of children. However, this knowledge is not readily accessible to designers of interactive products. In this paper, we present the requirements, design and evaluation of developmentally situated design (DSD) cards. DSD cards are a design tool that makes age specific information about children's developing cognitive, physical, social, and emotional abilities readily accessible for designers. Initial requirements were elicited through interviews with design practitioners and students. The cards were evaluated through a design-in-use study in which design students used the cards to address three different design problems. Our analysis of observational notes and post-design interviews revealed how the cards' characteristics enabled different kinds of uses including framing, orienting, inspiring, informing, integrating and constraining. We conclude with a discussion of possible refinements and an analysis of the strengths and weaknesses of our approach.
Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. In this paper we introduce the design and evaluation of the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in three design cases. The results show that the PLEX Cards are a valuable source of inspiration when designing for playfulness and the techniques help create a large amount of ideas in a short time.
- Andrew ManchesClaire O'Malley
-
Manipulatives—physical learning materials such as cubes or tiles—are prevalent in educational settings across cultures and have generated substantial research into how actions with physical objects may support children's learning. The ability to integrate digital technology into physical objects—so-called 'digital manipulatives'—has generated excitement over the potential to create new educational materials. However, without a clear understanding of how actions with physical materials lead to learning, it is difficult to evaluate or inform designs in this area. This paper is intended to contribute to the development of effective tangible technologies for children's learning by summarising key debates about the representational advantages of manipulatives under two key headings: offloading cognition—where manipulatives may help children by freeing up valuable cognitive resources during problem solving, and conceptual metaphors—where perceptual information or actions with objects have a structural correspondence with more symbolic concepts. The review also indicates possible limitations of physical objects—most importantly that their symbolic significance is only granted by the context in which they are used. These arguments are then discussed in light of tangible designs drawing upon the authors' current research into tangibles and young children's understanding of number.
This paper documents the development of an educationally focused web-based game, Contagion, detailing how such a practical development project has led us to re-theorize questions about what is "educational," and how and in what ways that relates to the ludic. With reference to and within the framework of design-based research, we detail here the challenges we encountered designing this "alternative" game, and how we came to see content, not simply as "what the game is about" but as essentially tied to and enacted through all aspects of the game. We argue that content, that is educationally valuable knowledge, is infused through all relational aspects of the game as the player's activities accomplishments: character selection, art, narrative, programming, goals, game structures and play. Each of these aspects and challenges of game-design are explored in an effort to show how knowledge is constructed through these inter-related elements, and to further understand how and why that might matter to future game development projects.
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Source: https://www.researchgate.net/publication/269191784_Tango_cards