TY - GEN
T1 - Keep the ball rolling
T2 - 2019 ACM Conference on Designing Interactive Systems, DIS 2019
AU - Chang, Jack Shen Kuen
AU - Doucette, Alison
AU - Yeboah, Georgina
AU - Welsh, Timothy
AU - Nitsche, Michael
AU - Mazalek, Ali
N1 - Funding Information:
We thank Christopher Louie, Peter Zakrzewski, and Syeda Suha Rabbani for their early-stage input. This research was supported through grants from the Social Sciences and Humanities Research Council of Canada, the Canada Research Chair Program, the Natural Sciences and Engineering Research Council of Canada, Canada Foundation for Innovation, and the Ontario Ministry for Research and Innovation.
Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/6/18
Y1 - 2019/6/18
N2 - Spatial abilities are grounded in the way we interact with and understand the world through our physical body. However, existing spatial ability training materials are largely paper-or screen-based; they rarely engage or encourage the use of the body. Tangible and Virtual Reality (VR) technologies provide opportunities to re-imagine designing for spatial ability. We present a game-based system that combines embodiment in VR with tangible interfaces, and is designed around a specific spatial ability known as penetrative thinking. This spatial ability is the capacity to imagine the internal structure of objects based on external cues. This ability is important in areas like design, geosciences, medicine, and engineering. We describe the iterative design, implementation, and testing of our system, including the user study of the final design. The user evaluation results showed that participants had positive experiences when they solved the penetrative thinking puzzles in the tangible VR system.
AB - Spatial abilities are grounded in the way we interact with and understand the world through our physical body. However, existing spatial ability training materials are largely paper-or screen-based; they rarely engage or encourage the use of the body. Tangible and Virtual Reality (VR) technologies provide opportunities to re-imagine designing for spatial ability. We present a game-based system that combines embodiment in VR with tangible interfaces, and is designed around a specific spatial ability known as penetrative thinking. This spatial ability is the capacity to imagine the internal structure of objects based on external cues. This ability is important in areas like design, geosciences, medicine, and engineering. We describe the iterative design, implementation, and testing of our system, including the user study of the final design. The user evaluation results showed that participants had positive experiences when they solved the penetrative thinking puzzles in the tangible VR system.
UR - http://www.scopus.com/inward/record.url?scp=85070650461&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85070650461&partnerID=8YFLogxK
U2 - 10.1145/3322276.3322280
DO - 10.1145/3322276.3322280
M3 - Conference contribution
AN - SCOPUS:85070650461
T3 - DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference
SP - 215
EP - 226
BT - DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference
PB - Association for Computing Machinery, Inc
Y2 - 23 June 2019 through 28 June 2019
ER -