One of the current limitations in digital educational experiences is the lack of touch. Touch is a critical component in the learning process and in creating inclusive educational experiences for sensorially diverse learners. From haptic devices to tangible user interfaces (TUI), a growing body of research is investigating ways to bring touch back into the digital world, yet many focus on a specific dimension (e.g. haptic feedback or kinesthetic manipulation) of touch. Learning, however, is a multi-dimensional touch experience - it is about moving and being moved. This work presents the Action Quad - a novel haptic-TUI design for teaching geometry (specifically quadrilaterals). The Action Quad is a multi-point-of-contact, reconfigurable tool that synergizes the affordances of both kinesthetic interaction and haptic feedback into a single form factor. We present findings from an initial user study (N=11) investigating how sighted- hearing individuals approach, interact, and experience the Action Quad, and we present a case study with an individual with blindness. We share key takeaways from the design process and participant feedback on interactions with this novel haptic-TUI device, sharing design insights on an emerging area of research that could support a new class of educational learning tools rooted in touch.
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Smartphone Haptics Can Uncover Differences in Touch Interactions Between ASD and Neurotypicals
Utilizing touch interactions from smartphones for gathering data and identifying digital markers for screening and monitoring neurological disorders, such as Autism Spectrum Disorder (ASD), is an emerging area of research. Smartphones provide multiple benefits for this kind of study, including unobtrusive data collection via built-in sensors, integrated haptic feedback systems, and the capability to create specialized applications. Acknowledging the significant yet understudied presence of tactile processing differences in individuals with ASD, we designed and developed Feel and Touch, a mobile game that leverages the haptic capabilities of smartphones. This game provides vibrotactile feedback in response to touch interactions and collects data on these interactions. We conducted a deployment study with 83 Mexican children who played Feel and Touch to capture their interactions with the game. Our analysis, comparing touch interactions between children with ASD and neurotypical (NT) peers, uncovered three digital markers based on phone tilt and touch patterns that distinguish the two groups. Additionally, we demonstrated the ability of a machine learning model to accurately classify these interactions between ASD and NT children. Our findings discuss the implications in terms of accessibility and ubiquity, as well as the possibilities for the development of digital markers and their application in pervasive computing for healthcare.
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- Award ID(s):
- 2245495
- PAR ID:
- 10628008
- Publisher / Repository:
- Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Date Published:
- Journal Name:
- Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
- Volume:
- 8
- Issue:
- 4
- ISSN:
- 2474-9567
- Page Range / eLocation ID:
- 1 to 34
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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