<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>B. Williford, M. Runyon, J. Cherian, W. Li, J. Linsey, feedback gap: Examining student engagement
T. Hammond, A framework for motivating sketch- with personalized and actionable feedback mes-
ing practice with sketch-based gameplay, in: Pro- sages, Journal of Learning Analytics</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1145/2047196</article-id>
      <title-group>
        <article-title>The Power of Feedback: Improving SketchTivity's Feedback System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Braeden Fleeman</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Trinity DePaulis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samantha Ray</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paul Taele</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tracy Hammond</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Texas A&amp;M University</institution>
          ,
          <addr-line>400 Bizzell St</addr-line>
          ,
          <institution>College Station</institution>
          ,
          <addr-line>TX USA 77843</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8</volume>
      <issue>2021</issue>
      <fpage>1</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>Perspective sketching is a skill that is required for a variety of jobs including, but not limited to, architectural design, graphic design, and engineering. Sketching however, is a dificult skill to grasp for people early and can take a while to learn. Recently, there have been many intelligent tutoring systems (ITSs) designed to help improve people's drawing skills. The feedback system for the perspective drawing lessons in SketchTivity, one such ITS, is currently limited to smoothness, speed, and accuracy of the lines. Our team plans to improve upon this feedback system so that the feedback provided to a user is now more nuanced as well as more actionable to reafirm future learning. To evaluate our system we will conduct a user study with 40 students that involves going through several sketching lessons and then sketching a street corner in 2-D perspective. We plan to run a between-subjects user study with our participants to determine if our adjustment has any efect on the improvement of sketching skills and the usability of the application. We hope to determine that providing the user with data for their smoothness, speed, and accuracy after four sketching prompts can cause an overall improvement in the students' scores in comparison to at the end of their sketching session. The algorithm that we created to identify a student's potential issue we hope will be able to provide accurate, actionable feedback in most situations. The visual alterations we made to SketchTivity we expect to have a positive impact on the perspective feedback system and alter the students sketching performance. In future iterations the algorithm should be further refined and the data collected from the students sketches should be further developed to provide more data to create more actionable recommendations for improved sketching performance and retention.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human-centered computing</kwd>
        <kwd>usability testing</kwd>
        <kwd>user interface design</kwd>
        <kwd>user feedback</kwd>
        <kwd>intelligent tutoring system</kwd>
        <kwd>sketching</kwd>
        <kwd>computer assisted instruction</kwd>
        <kwd>user experience design</kwd>
        <kwd>design education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        one instructors and personalized tutoring. In the case of
sketching instruction, these systems focus on teaching
One of the most important skills that an engineer or ar- users basic concepts of drawing with the experience from
chitecture student can have is the ability to quickly and a professional artist [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and providing personalized,
auaccurately sketch something. From doing a quick mockup tomatic feedback. Systems like this provide an enjoyable
of a prototype to designing how a street looks, sketch- experience and actually are able to improve the users
ing is a crucial skill one must have to succeed in these drawing abilities. One such ITS is SketchTivity, a system
ifelds. Being able to sketch is a fundamental skill that en- developed that strives to improve the technical sketching
ables more efective communication to peers within this skills for those that enroll in its course.
technical field. However, many engineers do not receive SketchTivity is an ITS for teaching sketching
fundaany formal training in sketching, with sketching skills mentals [3]. It was established as a means to assist
stuexpected to come from natural ability [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To combat this, dents in developing their sketching skills and become
there have been a number of applications that have been more comfortable with communicating their thoughts
created to cater to the improvement of those seeking out to image representation. During its development it was
skills in drawing and sketching. Intelligent tutoring sys- tested by being deployed in both high school and
unitems (ITSs) have made great strides in this area. These versity classrooms to assess the overall improvement in
systems are designed to replicate the benefits of one-on- the students’ sketching skills [3]. From its initial
development it was determined that the system was able to
efectively ofload the work of grading for instructors,
cultivate explorations and community, provide real-time
feedback, and establish a means of motivation for
students. That said, SketchTivity’s feedback system has
several avenues for improvement. For a given prompt,
the current system will indicate whether or not the drawn
item is correctly in terms of perspective correctness and
line quality, but it will not tell the user how to improve
their drawing or correct their mistakes with specific,
actionable feedback. In other words, the system is able skills. By providing students with efective and
actionto provide performance metrics in terms of accuracy, able feedback, it can help reinforce when a student is on
smoothness, and speed, but it does not indicate how the right track while also giving them an idea of what to
these metrics can be used to improve the users skills do next [9].
and abilities. When it comes to providing actionable feedback there
      </p>
      <p>Current research shows that SketchTivity has helped are many factors to consider. Some factors include “when
users increase their sketching skills and gained confi- should the feedback be given?” and “what information
dence in their drawings [4]. This indicates that there is should be conveyed to the student?” [10]. All of these
potential to see even further improvements in both quan- factors must be considered when designing actionable
titative numbers and confidence if the feedback system feedback due to the fact that feedback is highly
contexis improved. Feedback quality is vital in the assessment tual [11]. The highly contextual nature of actionable
process [5], so in order to improve upon this system there feedback comes from the fact that actionable feedback
must be consideration into how students perceive the is only useful to a student when they are uncertain of
feedback process to measure its efectiveness. With our what to do but still make a move that is close to
corresearch into improving SketchTivity’s perspective feed- rect [10]. What also makes providing feedback dificult
back system, we plan to adjust the current system that is that if feedback is not given properly to a student it
uses smoothness, speed, and accuracy to bring nuance can actually hamper their performance [11]. As a result,
to the feedback responses and provide useful actionable providing personalized actionable feedback can be very
feedback to assist the user in improving their sketching efective when done correctly, however great care must
skill. The updated system will provide the user with sim- be taken to ensure that the feedback does not end up
ilar, numerical feedback corresponding to their accuracy actually hampering a student’s progress.
and precision as well as an actionable sketching tip based
on their performance. Through our research we hope to 2.2. Current Sketch-Based Intelligent
be able to further improve a student’s sketching skills and
confidence. Our contributions will include insight on the Tutoring Systems
design and application of feedback systems for teaching
sketching skills as well as give a deeper understanding
to the user’s perspective on actionable feedback within
ITSs.</p>
      <p>
        Due to the growing class sizes at all levels of academia
instructors are struggling to deliver individualized
actionable feedback to their students [9]. This is especially true
in the realm of sketching. While many universities have
engineering students sign up for sketching classes, they
2. Related Works can usually only get feedback from their professor during
ofice hours which may not always be accessible to all
There are already many ITSs that are catered toward students [12]. In order to try and address the problem of
teaching users how to sketch. All of these systems are lack of individualized feedback and sketching training
uniquely designed with diferent users in mind as well as multiple ITSs have been developed [
        <xref ref-type="bibr" rid="ref2">6, 7, 2, 8</xref>
        ]. Each of
a focus on teaching the user a specific style of sketching these ITSs approach the sketching problem from a new
or drawing [
        <xref ref-type="bibr" rid="ref2">6, 7, 2, 8</xref>
        ]. Due to this, the style and manner angle. For example, some of these ITSs are primarily
of feedback that a user receives varies system by system. focused on teaching the basics of sketching [12]. While
This section explores some of these existing systems and other systems, such as EverybodyLovesSketch, are more
why there’s a need to improve how feedback is delivered focused on teaching how to sketch various 3D objects
to the end user. from a 2D point of view [6]. Some systems also teach
students how to draw in perspective or have future plans
to implement perspective drawing features [13]. While
2.1. Importance of Actionable Feedback each of these systems handle teaching sketching in
difIn any educational setting, receiving feedback is ex- ferent ways, they all have helped students improve their
tremely important since students and beginners are con- sketching skills to various degrees [6, 7, 8].
stantly learning and working to improve various skills
[9]. When a student is beginning to learn a new skill, 2.3. User Experience With Feedback
they may be unsure of what the next step is in order to
complete the task. They may know the general heuristics
needed to complete the objective, but they may not know
how to apply them to the current task they are working
on [10]. That is why providing efective and actionable
feedback is so important when teaching students new
      </p>
      <sec id="sec-1-1">
        <title>When it comes to providing the user with feedback each</title>
        <p>
          of the ITSs went about it in diferent ways. Some of the
systems were designed to provide feedback to the user
in real time [
          <xref ref-type="bibr" rid="ref2">2, 12</xref>
          ], while other systems gave the user
the option to choose between having feedback provided
in real time or at the end in a summative manner [13].
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>A few systems, such as EverybodyLovesSketch, forgo</title>
        <p>
          giving feedback at all and instead only provide assisting
lines as needed in order to avoid visual clutter [6]. No
matter the approach that was taken, students reported
that the feedback they received from the ITS they used
was helpful at improving their sketching skills [
          <xref ref-type="bibr" rid="ref2">2, 13, 12</xref>
          ].
Some students did admit during qualitative interviews
though that the feedback at times was not helpful and
instead harmful [13]. Due to this our goal is to further
improve the feedback system for perspective sketching in
SketchTivity to minimize or eliminate this problem while
also making the feedback more actionable. In this process
we also hope the knowledge gained can be applied to
other ITS systems.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Design</title>
      <sec id="sec-2-1">
        <title>Since our research builds upon the existing ITS,</title>
        <p>SketchTivity [14, 12, 8, 13], the system design section
will cover SketchTivity as it existed prior to our research
at a high-level and then what our changes to the system
were.</p>
        <sec id="sec-2-1-1">
          <title>3.1. Original Design</title>
          <p>three metrics are tied very closely to how well someone
is able to sketch and are thus conveyed to the user as
benchmarks in order to highlight their progress. The
Precision score indicates how accurate the user’s sketches
were to the calculated “perfect shape” for the exercise.
This “perfect shape” is hidden from the user while they
are completing the exercise and is only shown to the
user after they finish the exercise. The closer the user
is to matching this shape the higher their score will be.
The Smoothness score tells the user how smooth their
lines are in the drawing. For example, a user whose hand
shakes a lot while drawing will have a low smoothness
score due to all the motion in the line. If a user’s line has
minimal shaking or movement in it the Smoothness score
will be higher. The Speed score simply tells the user how
fast they completed their drawing in pixels per second.
The Speed score is calculated from when the pen is placed
on the screen to when it is picked up. SketchTivity also
provides the user with some basic feedback for how they
can improve going forward.</p>
          <p>While this version of SketchTivity has helped students
improve their sketching skills [12, 13], it does have some
limitations that can be improved upon. One such
limitation that can be improved upon is the robustness of the
sketch recognition algorithm. Another limitation
example is the limited number of feedback prompts. In this
iteration of SketchTivity the feedback that is provided
for the user is based on what they get for their Speed,
Smoothness, and Precision once they complete all the
exercises for a lesson.The issue is that the pool of
feedback responses is incredibly limited and simplistic. This
issue is further compounded by the fact that the system
prioritizes Speed over Precision and Smoothness. This
leads to the user predominantly getting the feedback
responses related to drawing speed and little else which
can be frustrating.</p>
        </sec>
        <sec id="sec-2-1-2">
          <title>3.2. Updated Design</title>
          <p>SketchTivity is a web-based ITS that is both touch and In order to address some of the limitations mentioned
stylus capable. The ITS is designed to help students prac- above and improve the overall user experience we have
tice their design sketching skills via the usage of lessons. implemented and modified various features in
SketchTivThese lessons range from basic two-dimensional geomet- ity. For the limitations on feedback response we have
ric shapes like lines and squares to more complex shapes implemented a few new changes. The first change is that
and structures that are in three dimensions [14]. The can- we modified the algorithm that determines what feedback
vas the student draws on provides dots indicating where is presented to the user to be more nuanced and holistic.
the student should draw their lines. The three dimen- By changing how the algorithm works we have made
sional lessons and the perspective lessons also include it so that the feedback algorithm is not as focused on a
a support grid to help give the student an idea of what single metric and instead on all of the metrics. The
secangle they are drawing from. After a student completes ond change is that we increased the number of responses
the drawing the system then works to analyze and evalu- in the feedback pool along with making the responses
ate the sketch using sketch recognition techniques. Once more detailed. These two changes work in tandem to
all the lessons for a certain shape have been completed, create a more meaningful feedback experience for the
SketchTivity then shows the users their average Preci- participants in our study. The increased response pool
sion, Smoothness, and Speed from the exercises. These that relies on all metrics enables a wider variety of
action#
“Try sketching a little faster! You may see a drop in precision, but both will increase as you get more practice!”
“You deviated a bit from the prompt. Confident strokes can improve both your smoothness and precision!”
“Keep an eye on the prompt! You’ll get better at visualizing the shapes in perspective.”
“Your lines are a bit wavy. Try focusing on your pen control on the next exercise!”
“Great job! Your sketch was smooth, quick, and precise. Keep practicing and keep improving!”</p>
          <p>Precision, Smoothness, and Speed based on the lessons
they’ve completed so far. The break menu also pulls from
the feedback system mentioned above to provide the user
with feedback on how they can improve during the last
half of the lesson. Once the user is done looking through
the provided feedback they can click the continue lesson
button to resume the lesson and complete it.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Methodlogy</title>
      <sec id="sec-3-1">
        <title>We plan to conduct a between-subjects user study with</title>
        <p>40 participants in order to determine the efectiveness
of our design alterations. We will split the participants
able responses that are more specicfi to the current user. into two categories, the control group, who will be
reTo further increase user’s engagement with feedback we ceiving the unmodified version of SketchTivity, and the
implemented a “break menu” feature as well. The break experimental group, who will be receiving the modified
menu is a modal that pops up halfway through the com- version of SketchTivity. Participants are undergraduate
pletion of a lesson. Much like the final results screen for and graduate students from either engineering or
archia lesson, the break menu shows the users their current tecture programs. We plan on recruiting a variety of
participants that provide a variety of majors through
our convenience sampling through email and word of
mouth. The criteria of the students participation will
be determined by self-reported responses and assessed
by the research personnel. Upon opting in study
participants will be informed and provided a consent form
to review. Our study will consist of three key sections:
Initial skill assessment, Sketch Lessons, and Post-Lesson
skill assessment.</p>
        <p>The initial skill assessment will involve a questionnaire
that will obtain basic information on the participants
drawing ability and prior knowledge of
drawing/sketching in perspective. After the questionnaire, the
participant will be asked to draw a city corner in two point
perspective without any training from the ITS and given
a reference image of a city corner. The participant will
draw in the free-drawing tool under “Perspective” on the
navigation bar with the 2-point perspective guidelines
enabled. They will be allotted two minutes to complete
their sketch. Only two minutes will be allowed as we aim
to improve not only the quality of their line work and
sketching skills but also the speed at which they are able
to complete their sketches.</p>
        <p>Once the first section has been completed, the students
will begin the Sketch Lessons. The participant will be
required to watch and complete five of the sketching
lessons within SketchTivity: two from the Basics lessons,
Lines and Squares; two from the perspective lessons, 2
PT and Planes; and one from Primitives, Cubes. Each
lesson will consist of a one to five minute long video that
teaches the fundamentals of sketching the specific lesson
objective and then 8 exercise sketches. An exception is
the 2 PT lesson as it is just a video and does not have
a follow up exercise. These exercises will collect the
participants data for their Precision, Smoothness, and
Speed and show the results of their exercise. For those
participants that fall within our experimental group they
will be shown both the results from their exercises and
feedback during the midpoint of their lesson and also
at the end of their lesson. For those within the control
group they will only receive the data results and the
feedback at the end of the lesson. Once all lessons have
been completed the participant will then be permitted to
move onto the third section.</p>
        <p>The Post-Lesson skill assessment will be similar to the
Initial skill assessment. The student will be asked to draw
a city corner in 2-point perspective but to now take into
account the skills they learned from the SketchTivity
lessons. They will be allotted two minutes to complete
the sketch. Once the sketch is completed and collected
the participant will then be asked to complete the
poststudy questionnaire that will collect thoughts and
feedback regarding the ITS’s visuals and feedback usability.</p>
        <p>Immediately following the questionnaire our team will
engage in a follow up interview where we will record
the verbal responses of the participants regarding the
feedback system.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. Next Steps</title>
      <p>After completing the updates to the feedback algorithms,
we will conduct our described evaluation and begin
analyzing the collected data. From our trials we will have
collected both qualitative and quantitative data in the form
of questionnaires and data from SketchTivity itself. In
order to see if our feedback changes did promote growth,
we will analyze multiple factors. This includes seeing if
quantitatively, the experimental group had more growth
in their sketching skills than the control group. How
we will determine this is based on how much their
precision, smoothness, and speed changed over the course
of the experiment. We will also look over the survey
questions to see if users had a better experience overall
with the experimental or control system throughout the
experiment.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <sec id="sec-5-1">
        <title>To our families, instructors, and peers who supported us throughout the research process.</title>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>D. G.</given-names>
            <surname>Ullman</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Wood</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Craig</surname>
          </string-name>
          ,
          <article-title>The importance of drawing in the mechanical design process</article-title>
          ,
          <source>Computers &amp; Graphics</source>
          <volume>14</volume>
          (
          <year>1990</year>
          )
          <fpage>263</fpage>
          -
          <lpage>274</lpage>
          . URL: https://www.sciencedirect.com/science/ article/pii/009784939090037X. doi:https://doi. org/10.1016/
          <fpage>0097</fpage>
          -
          <lpage>8493</lpage>
          (
          <issue>90</issue>
          )
          <fpage>90037</fpage>
          -
          <lpage>X</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>J.</given-names>
            <surname>Fernquist</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Grossman</surname>
          </string-name>
          , G. Fitzmaurice,
          <article-title>Sketchsketch revolution: An engaging tutorial system for guided sketching and application learning</article-title>
          ,
          <source>in: Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology</source>
          , UIST '
          <volume>11</volume>
          ,
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>