4. Introduction
• For a product and an interface to be
intuitive to use, it should adapt to the
context of use (Moran et al., 2001).
• Intuitive-ness is a human quality developed
over time (Dane et al., 2012) .
4
5. Introduction
• Intuitive-use is an unconscious application
of one’s prior knowledge (Mohs et al., 2006).
• People use knowledge gained from their
experiences using other products and
features in order to intuitively interact with
interfaces (Blackler et al., 2007).
• Intuitive-ness is an attribute of an object
(Norman, 2002).
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6. Introduction
• Physical materials can assist in building
existing intuitions in children (Clement., 1994).
• Intuitional foundations will develop if
the objects are familiar to children.
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9. Intuitive Interaction
• Prior Knowledge.
• Familiarity.
• Image Schemas.
• Diversity in prior knowledge with age.
• Diversity in familiarity with age.
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10. Intuitive Interaction
• Prior Knowledge
• Prior experience with similar products and
features enables intuitive use of features.
• Familiarity
• Make function, location and appearance
familiar for known features.
• Use familiar things to demonstrate function,
appearance and location of less known
features.
• Consistency and Redundancy.
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11. Intuitive Interaction
• Image Schemas-
• Derived from sensori-motor knowledge
from every day experiences (Hurtienne et al., 2007).
Basic
Space
Container
Identity
Multiplicity
Scale
Process
Force
Attribute
Container
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12. Intuitive Interaction
• Diversity in familiarity with respect to age.
(Lawry et. al, 2011)
• Older adults are familiar with products that
they own.
• Younger adults demonstrate higher levels of
familiarity with the current interaction
paradigm as compared to older adults.
• Diversity in prior knowledge with respect
to age. (Brandenburg et al., 2012)
• Children were slower than adults with no
prior knowledge who were slower than
adults with prior knowledge.
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13. Intuitive Interaction
Continuum of knowledge in Intuitive Use adapted from
Israel et al., (2009)
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Culture
Tools
Expertise
Sensorimotor
Innate
EncodingRetrieval
DegreeofSpecialisation
Max
Max
15. Embodied Cognition
Real World
Real Time
Evolutionary
Clark (2013)
Lungarella (2003)
Thelen (2010
Brooks (1999)
Eelen et al., (2013)
Kirsh (2013)
Turner (2013)
Hayles (2013)
Anderson (2005)
15
17. Design Aspects of Embodiment
Social
Real World
Real Time
Evolutionary
Practical
Environmental
Familiarity and
Experiential
Knowledge
Scaffolds
Affordance
Emergence
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18. Familiarity and Experiential
Knowledge
• Tangible interfaces are devices that give
physical form to digital information (Ishii, 2008).
• Natural mappings provide familiarity with
the natural world (Klemmer et al., 2006).
• Use of familiar objects in physical
manipulations (Resnick, 1998).
• Familiarity and experiential knowledge
results in intuitive use of products.
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19. Affordances
• Property of the world that enables
organisms to control their actions (Gibson, 1996).
• Properties of objects and actors in the world
(Snapp-childs et al., 2013).
• Affordances of the familiar objects allow re-
purposeful use of objects (De Valk et al, 2013).
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22. Research Problem
• Embodiment provides natural and intuitive
form of interaction (Ishii, 2008).
• The term embodiment has been
increasingly used in interaction design to
mean bodily action and physicality.
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23. Research Problem
• Use of physical body movements as the
basis for interactional metaphors that relate
to abstract representations which in turn
facilitate intuitive use (Antle et al., 2013) .
• Aspects contributing to intuitive embodied
mappings?
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24. Research Questions
• Main Research Question:
• What is the role of embodiment in intuitive
use in children?
• Sub-questions:
• What are the aspects of embodiment that
contribute to intuitive use in children?
• How can these aspects facilitate interaction in
children?
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26. Data Collection Methods
• Mixed Method Approach
Observations with
verbal protocols
Interviews
Questionnaires
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27. Data Collection Methods
• Pairing children in constructive interaction
• Trans-generational pairing.
• Acquaintance based pairing.
• Same gender pairing.
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28. Overview of Experiments
Experiment 1
Investigate aspects of embodiment that
contribute to intuitive use in children.
Experiment 2
Investigate the ways in which the
aspects of embodiment can facilitate
interaction in children.
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29. Experiment 1
Investigate aspects of embodiment that contribute to intuitive use in
children.
Pre-experiment Experiment Post-experiment
Location home QUT People and Systems Lab and local
state schools
Participants 80-100 children (40-50 pairs) from local state schools (prep-
grade 5)
Duration 10 minutes 30 minutes 10-20 minutes
Data Collection
Technique
Questionnaire Observations Semi-structured
retrospective
Interview
Data Analysis Tool Excel, SPSS Observer XT, SPSS Atlas.Ti, SPSS
Toy Selected Jenga
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30. Experiment 2
Investigate the ways in which the aspects of embodiment identified in
experiment 1 can facilitate interaction in children.
Pre-experiment Experiment Post-experiment
Location home QUT People and Systems Lab and local
state schools
Participants 80-100 children (40-50 pairs) from local state schools (prep-
grade 5)
Duration 10 minutes 30 minutes 10-20 minutes
Data Collection
Technique
Questionnaire Observations Semi-structured
retrospective
Interview
Data Analysis Tool Excel, SPSS Observer XT, SPSS Atlas.Ti, SPSS
Toy Selected Will be decided based on Experiment 1 outcomes. Examples are
Cubelets, Mackey Mackey
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31. Looking Forward
YEAR 1
LITERATURE REVIEW
LOW RISK ETHICS APPROVAL ( approval no.: 1300000826)
EDUCATION QLD APPROVAL (approval no.: 550/27/1392
PARTICIPANT RECRUITMENT
YEAR 2
EXPERIMENT 1
DATA COLLECTION AND ANALYSIS
EXPERIMENT 2
PARTICIPANT RECRUITMENT
YEAR 3
EXPERIMENT 2
DATA COLLECTION AND ANALYSIS
THESIS WRITEUP
31
PUBLISHING
32. Research Contributions
• New theory of embodied intuitive
interaction.
• Better understanding of how children
interact with products.
• New research and design methods.
• Knowledge that is transferrable to other
areas.
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33. Research Outcomes
• Design framework to develop intuitive
products for children.
• Children will be able to use their inherent
intuitions and subsequently build upon
them while interacting with products and
features.
• This will result in less cognitive load.
• Children will not give up on products
designed for them.
33