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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Evolution of a Tangible for Children's Conversations: Research Questions and Progress</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mehdi Rizvi</string-name>
          <email>srizvi@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, Free University of Bozen-Bolzano</institution>
          ,
          <addr-line>Piazza Domenicani 3, 39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Conversations and discussions in classrooms among children and with teachers are an important part of a learning environment. Social Learning (SL) curricula place special emphases on using conversations as learning tools to teach children positive social norms. Smart tangible objects, brie y, tangibles can help sca old such conversations by promoting a multimodal experience. The presented PhD research aims at creating such tangibles. The design process is participatory, based on action-research: prototype solutions are rapidly developed; these are used by users and experts of the SL domain in the eld, and their usage is reected over to stir design directions or uncover design possibilities. This DC paper reports on the evolution of tangible prototypes: it shows how new design ideas emerged by moving designers into the eld and making users adopt prototype solutions in their environment.</p>
      </abstract>
      <kwd-group>
        <kwd>IoT</kwd>
        <kwd>Tangible</kwd>
        <kwd>Action Research</kwd>
        <kwd>Social Learning</kwd>
        <kwd>Blended Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <sec id="sec-2-1">
        <title>Research Problem and Question</title>
        <p>
          Social Learning (SL) aims at teaching children positive social behaviours [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
SL techniques in the education domain also use conversations to teach social
skills to children, starting with primary schools. A number of these techniques
focus on teaching speci c social interaction norms. Maybe the best known is
the sharing of turns in a group-based conversation. Mastering this norm means
being able to take turns, let others speak and keep the conversation balanced.
The turn-sharing norm with groups of children is often regulated in class with
physical tokens being passed around. Examples are a stick or a pebble. However
such tokens are easily forgotten or not e ective in stirring the adoption of the
norm.
        </p>
        <p>
          Literature shows that tangible interaction design (ID) solutions could greatly
help both learners and educators in conversation-based SL, by adding
interactivity and data-logging, which can sustain the adoption of social interaction norms
and the re ection about conversation behaviours, e.g., [
          <xref ref-type="bibr" rid="ref10 ref23">10, 23</xref>
          ]. However,
currently, there are no de nitive guidelines for designing SL tangibles for children
and their learning contexts.
        </p>
        <p>
          The design of such SL tangibles is however complex as it should consider
their usability, experience of children, besides how to support the sca olding of
social interaction norms. In view of that, it is not surprising that the existing
body of work in interaction design for SL is still in early stages, according to the
literature review in [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. According to Slovak and coauthors, most of the research
so far is limited in scope, focusing on speci c disadvantaged populations,
especially people with autism; this choice crucially leaves out mainstream schools,
besides family environments. Moreover, the majority of the existing work is not
conducted in ecological settings, or repeatedly so as to assess solutions over time.
        </p>
        <p>Therefore the main research question of the PhD is as follows.</p>
        <p>How to design tangibles for children's conversations and SL, for their
school context, and assess them over time?
1.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Research Methodology</title>
        <p>
          To answer the PhD research question, and considering the issues mentioned in
previous section, a meta-design approach is adopted for developing SL tangibles
for conversations among children. The design approach crucially involves users,
mainly teachers and primary school children, and relevant stakeholders, mainly
SL experts, in their learning contexts, over time [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
        <p>
          The design process takes the form of an action-research process, spiraling
through the (1) rapid development of tangibles, (2) and actions with eld studies
for (3) re ecting about users' usage of tangibles [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Speci cally, the process
rapidly develops and uses modular vertically-prototyped tangibles. Verticality
means that the prototypes come with few critical functionalities to explore in the
eld. This and modularity help to discard if found unfeasible, or rapidly adapt
solutions according to the design possibilities that emerge through actions in the
eld.
        </p>
        <p>
          In the rst PhD year, we developed TurnTalk, a playful tangible for
supporting and enhancing the turn-sharing rule in co-located face-to-face group
discussions in classroom, by stimulating di erent learning modalities|visual, auditory,
tactile, kinesthetic. Its design and usage in the eld are reported in [
          <xref ref-type="bibr" rid="ref14 ref19">19, 14</xref>
          ]. In
particular, its usage by stakeholders and its users in their environment opened
up new design possibilities, which are explored in the current PhD year, which
is the second, and are re ected over in this paper.
1.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Outline</title>
        <p>The paper is organised as follows. Related research is brie y recapped in the
opening. Then the paper comes to its core matters and presents the evolution
of two novel design solutions, stemming from the usage of TurnTalk in the eld.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Related Research</title>
      <p>
        Interactive solutions for teams of adults. The majority of interactive
solutions for mediating group conversations have been developed with a focus on
adults at work environments. These solutions tend to record the interaction
between participants, and provide feedback based on it in order to promote self
or group re ection. Examples are Conversation Clock [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Second
Messenger [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], which display di erent sorts of visual feedback relating to the di erent
conversation statistics or audio patterns. Another well-known solution is
presented in [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]: it shows not only visual feedback relating to the conversation but
it also shows textual cues to encourage users to participate more actively in the
conversation.
      </p>
      <p>
        However group conversations with children in classrooms are di erent. For
instance, they are highly dynamic and, if not structured with, e.g., scripts, they
also tend to be highly chaotic: children's voices tend to overlap, not
respecting turns in conversations; some children tend to dominate the conversation
and leave out less prominent members, e.g., [
        <xref ref-type="bibr" rid="ref4 ref9">4, 9</xref>
        ]. Moreover, visual metaphors
adopted for displaying conversation behaviours in meeting could be di cult for
children to grasp.
      </p>
      <p>
        Therefore, interactive solutions developed for adults' meetings in group at
work places cannot be directly used for children in classrooms. Some solutions
like Teacher's Dashboard [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] do exist for educational settings but then again
they are either not intended for groups of primary school children or they do not
have a particular focus on sustaining their SL.
      </p>
      <p>
        Besides the visual modality, di erent other modalities for feedback about
conversation progress have also been investigated. Grouper, for instance, is meant
for coordinating team work [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], acting as group coordinator: through vibration,
it alerts its users to pay attention to the leader or current speaker of the group.
Interactive solutions for learning contexts. Not many tabletop or
screenbased solutions focus on children and learning contexts. Solutions for younger
children usually enable them to exchange and manipulate objects through their
surface, without addressing speci cally conversation. For example, Ely the
Explorer [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is intended for school children for fostering collaboration through the
exchange of physical objects. In this solution, each child uses physical objects
such as dolls, rotary knobs and RFID cards to interact with the system, which
interacts back with the children through animations. The animations are designed
in such a manner to encourage discussion.
      </p>
      <p>
        Technology-enhanced solutions for conversations among university students
have been designed and evaluated in eld studies [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]: university students used
a shared surface or screen which is touch sensitive, while data, such as
verbal communication and gestures, is recorded. Students collaborate through the
shared work-space, but they are not given any live input or feedback for their
collaboration, which is instead given to teachers.
      </p>
      <p>
        Video-conversation solutions. In some instances, a child may be at home
or have frequent stays in a hospital due to illness. For such scenarios,
videoconversation or remote-presence solutions can be useful. Interactivity seems to
be the key for such solutions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Some solutions [
        <xref ref-type="bibr" rid="ref17 ref2">2, 17</xref>
        ] propose using robotics
or surrogates for remote presence for the remote user but the cost and
portability of such solutions out-weight their bene ts in classrooms. Some tangible
solutions [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] provide an option for the user to change the shape or surface of a
deformable shape display but the focus is only on communicating in the haptic
medium but not in audio or video. With the aim of sharing emotional states, TIE
Ground [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] was developed as an interactive carpet to communicate emotions
over long distances by tracing footsteps of a remote user and showing them on
the carpet at another location.
      </p>
      <p>Di erent prototypes and solutions discussed above focus on di erent parts
rather than the whole solution for supporting conversations for children's SL.
However, each sets the ground for the design of di erent aspects of the proposed
design solution which is discussed in the next sections.
3</p>
    </sec>
    <sec id="sec-4">
      <title>The Evolution of TurnTalk</title>
      <p>
        TurnTalk was initially developed as a tool to support and promote SL based
conversations for small groups of children of age group 8{10 in classrooms. TurnTalk
for co-located conversations has been used with di erent SL experts and children
in learning environments, e.g., [
        <xref ref-type="bibr" rid="ref13 ref19">19, 13</xref>
        ], and recently with a class of a cooperative
primary school in a repeated measure controlled study.
      </p>
      <p>
        The solutions evolving from TurnTalk and proposed in this paper stem from
interviews with SL experts or teachers, as well as designers' observations of
children or teachers in their own environment, playfully engaged for design
purposes like in [
        <xref ref-type="bibr" rid="ref6 ref7">7, 6</xref>
        ]. The rst is TTapp, a mobile app for turning TurnTalk into a
blended learning solution and supporting distant learners. The advice of SL
experts and work with the class brought in this new design possibility. The second
is ClassTalk: TurnTalk adapted for class level conversations. Designers'
observations and interviews with teachers of the primary school class disclosed this new
design possibility.
3.1
      </p>
      <sec id="sec-4-1">
        <title>The TTapp Mobile Solution for Blended SL</title>
        <p>
          The original TurnTalk prototype consisted of a pentagon shaped tabletop
device for conversations in small groups, of 3 to maximum 5 children [
          <xref ref-type="bibr" rid="ref12 ref19">12, 19</xref>
          ]. It
implements di erent design features, primarily a play-card mechanism and a
progression feedback.
        </p>
        <p>The play-card mechanism is enabled as follows. The top cover of the pentagon
is split into 5 sectors, one for each child. Children can tangibly play a card and
so take or reserve their turn to speak. This mechanism is enforced by a visual
feedback of LED pins, which relies on the semaphore metaphor: the current
speaker's pin lights up in green color; another speaker's LED pin ashes yellow
if he or she has reserved the next turn, any other will light up red.</p>
        <p>The progression feedback is about the conversation behaviour. In the end of
the conversation, the progression in conversation is visually displayed as follows:
the LED bars on top of the TurnTalk light up for each child proportionally to
the number of turns taken by him/her and then to the amount of time taken to
talk, with a di erent color.</p>
        <p>Other design features are implemented in TurnTalk so as to support
educators' and children's re ections and assessment of conversation behaviours, but
they are not detailed in this paper because they are less relevant here.</p>
        <p>The newer version of TurnTalk with the TTapp mobile prototype advanced
in this paper consists of: (1) the main tangible device, TurnTalk described above,
enhanced with audio and video support; (2) a linked mobile app called TTapp.
TurnTalk is used in the classroom while the TTapp is used at the remote location
of the child, away from the classroom.</p>
        <p>In TurnTalk and TTapp alike, the interaction behaviours of the play-card
mechanism and progression feedback are synchronised as explained and
illustrated in the following.</p>
        <p>In the novel TurnTalk, there is a ring of 5 microphones, one per side of the
pentagon facing children. Moreover, cameras are also placed around the device.</p>
        <p>In case the speaker is in classroom, the predominant mic and the active
camera are those of the child with the speaking turn, that is, the one with the
play-card inserted and with the LED pin ashing green in the TurnTalk device.
This way the remote user can focus on the voice and facial expression of the
person who is talking.</p>
        <p>In case it is the remote user herself speaking, the non-mu ed mic and the
active camera in the TurnTalk device are of the user with the reserved turn to
talk, e.g., so as to catch visual cues concerning her willingness to continue the
conversation.</p>
        <p>In case there are no reservations, the mic and camera of TurnTalk remain on
the most recent speaker in classroom.</p>
        <p>The interaction behaviour of the mobile TTapp closely resembles that of the
TurnTalk device; see Fig. 2. In the device, we have tangible play-cards to book
turns. In the app, these are represented by a play-card button which the user
can select (e.g, tap) to take a turn to speak or to reserve the next turn. The app
screen also shows a pentagon with the same shape as the physical TurnTalk. It
also shows the user LEDs to indicate next and current turn and the progression
feedback at the end of a conversation.</p>
        <p>The progression feedback delivered after the conversation is also mirrored on
both TurnTalk and TTapp to show conversation distribution in terms of number
of turns and turn times. See Fig. 2.
The repeated-measure study in a cooperative learning primary school opened up
a new design possibilities: turning TurnTalk into a device for orchestrating class
conversations, after group discussions.</p>
        <p>During the study, a practice common in the school emerged. When the time
for the group conversation is over, all groups have to present the results of their
discussion to the class and the teacher, who acts as moderator. Turns in the class
conversation are taken by raising hands. A pebble can be given by the teacher
to assign speaking turns.</p>
        <p>However, turns are often not respected, in spite of pebbles. Teachers may not
see children out of their line of sight and, again, groups with dominant members
get more often speaking turns.</p>
        <p>ClassTalk evolves TurnTalk into a design solution for these discovered issues.
The class has one TurnTalk device per group. During the class conversation,
when groups' results are reported, TurnTalk devices are connected to a
master tangible device. This helps the teacher orchestrate the class conversation.
The play-card mechanism of TurnTalk is maintained: a group member can take
the turn in speaking on behalf of his group by placing the card in the group's
TurnTalk device. If the LED strips of TurnTalk ash green, then the child has
the turn on behalf of his group. If the LED strips ash yellow, then the child has
booked the next turn for his group. Otherwise the group has to await for the
other groups to nish their interventions. See the example illustration in Fig. 3.</p>
        <p>A rst version of the ClassTalk prototype was brought into the
aforementioned primary school classroom and used in the class conversation, reporting
on groups' results. The usage stirred novel design possibilities, related to the
role of teachers. During the class conversation, the class teacher wished to stop
and re ect on a point made by a group but the ClassTalk prototype at that
stage, did not allow for that. The newer version picks up the challenge and
implements more features through a special teacher card which can be used also
for intervention as well as for booking turns in a normal fashion implemented
previously.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Work</title>
      <p>The paper reports a PhD research work in the second year, revolving around
tangibles for children's conversations and SL. The paper describes the PhD research
main question and methodology, with a design process that spirals through rapid
prototypes and actions in the eld, where users' use prototypes and designers
re ect with users over the usage.</p>
      <p>It presents the PhD rst year's tangible solution for group conversations in
primary schools, TurnTalk, and it shows how the adopted design process led to
novel design possibilities, explored in this second year of the PhD: one for blended
SL; one for supporting not only group conversations but also class conversations.</p>
      <p>The meta-design and modular design of TurnTalk, with rapid prototyping,
made it possible to rapidly introduce new features according to the discovered
design possibilities.</p>
      <p>The last year of the PhD will cumulate over the design experiences and
actions in the eld in order to formulate guidelines for the meta-design of tangibles
for conversation-based SL for schools.</p>
      <sec id="sec-5-1">
        <title>Acknowledgements</title>
        <p>I thank my Ph.D. advisors G. Dodero and R. Gennari, as well as A. Melonio for
their supervision work.</p>
      </sec>
    </sec>
  </body>
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