=Paper=
{{Paper
|id=Vol-2091/paper6
|storemode=property
|title=Swiping in the Wild: An Evaluation in the Wild of a StorytellingApp for Children
|pdfUrl=https://ceur-ws.org/Vol-2091/paper6.pdf
|volume=Vol-2091
|authors=Giovanni Forlastro,Cristina Gena,Claudio Mattutino,Elena Quiri,Rita Auriemma,Giuliano De Felice,Vito Santacesaria
|dblpUrl=https://dblp.org/rec/conf/avi/ForlastroGMQAFS18
}}
==Swiping in the Wild: An Evaluation in the Wild of a StorytellingApp for Children==
Swiping in the Wild: An Evaluation in the Wild of a Storytelling App for Children Giovanni Forlastro Cristina Gena Claudio Mattutino Department of Computer Science, Department of Computer Science, Department of Computer Science, University of Turin University of Turin University of Turin Torino, Italy Torino, Italy Torino, Italy gianni.forlastro@gmail.com cristina.gena@unito.it claudio.mattutino@unito.it Elena Quiri Rita Auriemma Giuliano De Felice Archaeologist, independent Department of Cultural Heritage, Department of Humanities. Literature, researcher University of Salento Cultural Heritage, Educ. Sciences, Torino, Italy Lecce, Italy University of Foggia, Italy elesquer@gmail.com rita.auriemma@unisalento.it Foggia, Italy giuliano.defelice@unifg.it Vito Santacesaria Swipe Story srl Bari, Italy santacesaria@ai2.it ABSTRACT 1 INTRODUCTION In this paper we report the preliminary results of an evaluation Since always, telling stories is a warm and friendly habit, but in the wild of a storytelling app, the Lions of Time, presenting an also a powerful tool to communicate, inform and teach. It’s the archeological story, based on the swipe story approach. A swipe easiest and the most immediate way to transfer knowledge [12]. story is a digital story that, with a simple and immediate gesture According to story theorists like Bruner [3], stories provide a (namely the swipe) and a language based on drawings, images, framework for making sense of events and their meaning [8]. For words, games, sounds, movies and emotions, is able to start the Paolini and Di Blas [9], digital storytelling is emerging as the most young user to a new path of knowledge. We performed an evalua- relevant way to deliver content in the digital age. They define a tion in the wild the day the swipe story was launched at the 2017 digital story as a combination of visual communication (slideshows, Turin International Book Fair. Preliminary results are encouraging, videos or animations) with audio. They claim that today digital especially regarding the children engagement in the fruition of the stories are one of the best way for engaging users across several story and its related games. devices: from tablets to desktops, from smartphones to even phones, for audio only. Different narratives styles can be used and different CCS CONCEPTS situations can be envisioned, including immersive storytelling or • Human-centered computing → Empirical studies in HCI; augmented-reality storytelling. • Applied computing → Arts and humanities; According to Springer et al. [11] people process and retain in- formation in narrative structures and stories are fundamental for KEYWORDS the creation of meaning. For Springer et al. [11], the pedagogical dimensions of storytelling could be summarized as follows: hu- Storytelling, swipe story, child-computer interaction manistic, cross-disciplinary, cross-cultural, multisensory, multimodal, constructivist, learning directed. ACM Reference Format: The connections between digital storytelling and education have Giovanni Forlastro, Cristina Gena, Claudio Mattutino, Elena Quiri, Rita Auriemma, Giuliano De Felice, and Vito Santacesaria. 2018. Swiping in been also highlighted by Tyner [13]. According to Tyner, digital the Wild: An Evaluation in the Wild of a Storytelling App for Children. storytelling offers the advantages of an experiential approach to In Proceedings of 2nd Workshop on Advanced Visual Interfaces for Cultural learning while combining oral and alphabetic literacies with those Heritage (AVI-CH 2018). Vol. 2091. CEUR-WS.org, Article 6. http://ceur- intrinsic to the new multimedia. ws.org/Vol-2091/paper6.pdf, 4 pages. In cultural heritage access, storytelling has been applied to virtual tours in exhibitions [6], museums [11] and historical locations [4, 7], and also in the educational archeology field. Garzotto and Paolini [5] carried out a project with pupils combining several plugged and AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy unplugged activities whose result was an interactive multimedia © 2018 Copyright held by the owner/author(s). 1 AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy G. Forlastro et al. narrative providing multiple reading paths and delivered as Web Site, podcast and CD-ROM. On the side of pedagogical game-play, Ardito et al. [1] proposed games to support young students learning history at an archaeo- logical site by making use of advantages provided by multimedia technology. They implemented two games on a large multi-touch screen, to support young students learning about archaeological parks during school visits. Students were encouraged to collaborate to solve the proposed challenges, but they can also play against each other. In this paper we report the preliminary results of an evaluation in the wild of a storytelling app (developed by three of the authors of the current paper) presenting an archeological story, based on the swipe story approach. We performed an evaluation in the wild the Figure 1: Example of points of interests in the Lions of Time. day the swipe story The Lions of Time was firstly presented to the public, during the 2017 Turin International Book Fair. Preliminary • A level of narrative that allows the development of the emo- results are encouraging especially regarding the children involve- tional dimension, involving the user (by means of post-it ment in the fruition of the story and its related games. This paper is and comics); organized as follows: Section 2 presents the swipe story approach, • A level of deepening able to propose scientific contents of Section 3 introduce the app The Lions of Time and presents the greater detail and articulation (cards, images, films), devel- evaluation in the wild, and Section 4 concludes the paper. oping the informative and playful dimension. The types of points of interest (see Figure 1) are continuously 2 BACKGROUND improved with the activation of new user experiences. Currently A swipe story is a digital story that, with a simple and immediate in these points of interest are available: gesture (namely the swipe) and a immediate language based on • In-depth information (multiple sheets can be browsed on the drawings, images, words, games, sounds, movies and emotions, is two dimensions of a matrix with text, images and audio); able to start the young user to a new path of living and stimulating • Curiosity (two-sided sheet, question/answer type, sugges- knowledge. It enables an innovative storytelling able to: tion/solution, etc.); • Animated movies and clips; • Welcome and initiate the user to a new path of knowledge, • Games of association and correspondence. such as visiting a museum; • Make the path of knowledge alive and stimulating, making the user interact with the elements that surround her and 3 EXPERIMENTING IN THE WILD increasing her emotional involvement; 3.1 The story under evaluation • Enhance the user experience favoring the consolidation of "I Leoni del Tempo - Archeostorie del Friuli Venezia Giulia - The Lions the knowledge acquired through in-depth studies, educa- of Time - Archeo-stories of Friuli Venezia Giulia1 " is a trans-media tional activities and games. editorial project promoted by ERPAC (Regional Institution for the Cultural Heritage of the Autonomous Region of Friuli Venezia Giu- Realizing a swipe story means constructing a main narrative lia, Cataloging, Training and Research Service)2 . The swipe story is around a plot and developing it through a succession of events. realized throughout a tablet and smartphone app, freely available Then the story develops with a series of scenes (frames) that make in Google Play and App store markets. This swipe story supports up a sort of tape. The user can move from one scene to another an illustrated novel [2], and digital storytelling has been applied with the simple gesture of "swipe", which can trigger: with the aim to bring the young audiences closer to the knowledge • Transitions over time (e.g. seasons or eras that follow each of the cultural heritage of Friuli Venezia Giulia, the Italian region other on the same place); situated further to the North East. To make the regional patrimony • Transitions of space, with the crossing of places in spatial known to young generations, a series of illustrated, animated and continuity. interactive stories have been created, with which to follow the adventures of the Lions of Time (see Figures 1 and 2). To enrich the emotional dimension, transitions are characterized The story takes the user to discover the archaeological sites of by a parallax effect (3D-simulated) in which the different levels of Friuli Venezia Giulia, where the present is intertwined with the past, the design are made to move at different speeds and give depth to reality with imagination. Swipe after swipe, the user is walking the scene. in space-time in the company of the three characters (Eleonora, The creation of the story is based on visual sketches (the scenes Leonardo, and Ruggero) between reconstructions of places, cities are not 3D reconstruction but real drawings), which go forward as (Pradis and Aquileia) and ancient monuments, on the light wings tapes, and after that dialogues and audio come up. Digital story- 1 http://www.swipe-story.com/app/ileonideltempo telling is spread over several levels: 2 http://www.ipac.regione.fvg.it/ 2 Swiping in the wild AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy of fantasy. The version of the swipe story under evaluation offers the user two stories, with illustrations, audio, comics and games, dedicated to Pradis and Aquileia. But in the future versions, the three characters will be in Cividale, Trieste, Udine, Zuglio and in other places in the Friuli Venezia Giulia region, which very rich in history, as all the Italian regions are. 3.2 The evaluation During the 2017 Turin International Book Fair 3 , Le Muse Archaeo- logical Association 4 organized a public event at the Fruili Venezia Giulia stand, for presenting to the public the swipe story "The Lions of Time". For collecting an initial and spontaneous feedback from real Figure 2: A screenshot from the Lions of Time. users, we invited to the event a group of families having children in the 7-9 age range. The children who participated at the event were 12, 5 females and 7 males. 9 of them have extensively played be very engaged in this last part of interaction with the app. On the swipe story, and we have based our main observations on their average, they spent 15/20 minutes (including 5/10 with the true interactions. For the trial, we had 7 Android-based tablets and 2 story) to interact with the app and then get fed up Android-based smartphones. We left the children free to interact with the swipe-story, giving 4 CONCLUSION as little instructions as possible, telling them only that they were This limited and initial evaluation in the wild showed how the mo- there for the launch of a new app for children, and they would be bile app has been specially developed in order to win the attention the first to try it. In this way, we could follow the evaluation in the of the little ones. The children, despite being very young, have not wild approach, according to which empirical studies are carried out had any problem in the immediate use of the story, a sign that the in situ and participants are free to use the evaluated application digital natives are used to using new technologies not only to play, without constraints and for their own situated purposes, while their but also to communicate and above all to learn. activities are logged unobtrusively [10]. In fact we were there in In the short period of use they managed to quickly learn what 4 observing them, and one of us video-recorded the children and the app showed, even if with important and culturally advanced their interactions for further post hoc analysis. contents, without getting bored or learning difficulties. In general, we observed that, probably due to their young age, As future improvement, we should think of a series of images the children tended to listen and pay attention to the narrative voice with comics and/or narrating voice also for the in-depth analysis of the story, from one scene to another, and they run towards the provided when clicking on question marks, in order to improve the games at the end. Only 2 of them clicked on the question marks on level of the engagement proposed by the app. the screens and on the symbols, through which are opened further Another improvement could be that of expanding the quantity information about points of interest (Figure 1), providing more of games proposed at the end, also linking them to moments of historical-pedagogical information. These last ones were realized didactical learning and deepening, and introducing gamification in very long texts that replace the animated and sound narration mechanisms to increase the children involvement. with a static caption, breaking somehow the narrative rhythm. As long-term goal of the project, the ambition is to bring the Re-analyzing the video we noticed that the children have no application of the swipe story methodology to every possible ap- problem with the swipe-based progress of the story, also because a plication context even beyond the management of resources and hand-shaped affordance suggested them how to go ahead. We have cultural heritage. The current challenge is to imagine the ways noticed that 3 of them followed the story with limited interaction, in which a better ability to narrate can create value for individu- while on the contrary, 3 others continually tapped on the screen to als, businesses and society as a whole. In the future we want to move the story forward more quickly, and 2 others instead swept continue to spread and enrich knowledge, bringing the narrative continuously to proceed faster. methodology of the swipe story in the most diverse social contexts. It seemed that those children felt the need to interact more than they should with the story, but continuously touched to keep the ACKNOWLEDGMENTS tape going faster and get there first, not so much to read. Most of them spent a lot of time interacting with games at the end of the "I Leoni del Tempo - Archeostorie del Friuli Venezia Giulia" is a narration (realized with the aim of developing knowledge or other trans-media editorial project promoted by ERPAC (Regional In- skills), spending a lot of time on the memory and the puzzle games, stitution for the Cultural Heritage of the Autonomous Region of less with the game for discovering how a city was made in ancient Friuli Venezia Giulia, Cataloging, Training and Research Service), times, which was perhaps even less easy, because the affordances edited by Rita Auriemma, Valeria Cipollone, Michelina Villotta, did not suggest the right actions to be taken. They all seemed to Paola Maggi, Renata Merlatti, Matteo Romandini. 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