Overview | Interactivity | Playful learning | Collaboration

Overview

I am interested in new paradigms for computing, especially ubiquitous, pervasive and tangible interfaces. My research focuses on augmenting everyday, learning and work activities with interactive technologies. In particular, I design, build and evaluate external representations, especially dynamic visualisations, to support more effectively 'external cognition'. Many of my ideas, research projects and theoretical developments have come about as a result of the close synergy and long collaboration I had with the late Mike Scaife.

 

 

External Cognition and Interactivity

The continuing thread running through my research is to consider how we interact with external representations - be they diagrams, sketches, animations, multimedia, virtual environments or other. In particular, my research is concerned with developing a theoretical account of the 'external cognition' that occurs when we create, interact with and use different and multiple representations for various kinds of activities (e.g. learning, problem-solving). I am also interested in how new media and novel technologies can be designed and appropriated to represent information in novel ways - that cannot be achieved using 'traditional' media and technologies (e.g. books, film, TV). A recent interest has been to look at the value of interacting with physical artefacts (i.e. tangibles) that are augmented with computation and digital representations in interesting ways.

An example of a novel interactive technique that Mike and myself developed is dynalinking, where multiple representations are dynamically linked to each other. This computational mechanism has potentially a number of cognitive benefits. For example, in one of our earlier research projects, called ECO-i, we developed multimedia software to teach complex concepts to children by dynamically linking difficult abstract representations with familiar concrete ones. The software (called PondWorld) was designed to enable children to construct and change aspects of one representation, which resulted in corresponding changes being made to an interlinked representation.

 

 

Pondworld also enables children to create their own abstractions (food webs) of a pond ecosystem and to visualise the outcomes of making both incorrect and correct decisions. To the left is a frame from the software showing what happens when a child incorrectly places the weed above the fish in the food web formalism - an animation is played with sound effects depicting a 'bloodbath' whereby the weed is seen eating the fish.

Further examples of our software prototypes can be found at our interactivity website. Papers outlining the framework and its operationalisation include:

Rogers, Y. & Scaife, M. (1995) How Can Interactive Multimedia Facilitate Learning?

Scaife, M. Rogers, Y. Aldrich, F. & Davies, M. (1997). Designing for or Designing With? Informant Design for Interactive Learning Environments. In CHI'97 Proceedings

Scaife, M. & Rogers, Y. (1998) Kids as informants: telling us what we didn't know or confirming what we knew already? In: A. Druin (ed.) The Design of Children's Technology: How We Design, What We Design, and Why. Morgan Kaufmann

External representations and playful learning

Our more recent research has explored how different forms of external representations that are presented in different modalities (including sound and touch) can be designed to support playful learning. One project is Equator.

The Equator project is a six-year interdisciplinary research collaboration between eight British universities, exploring the relationship between the physical and the digital. One theme that Prof. Yvonne Rogers has been PI for is "playing and learning". A number of projects have been conducted that explore how novel learning and playing experiences can be designed that move beyond the desktop to promote reflection, collaboration and a sense of wonderment among children. An example is the Ambient Wood project, an outdoors digitally augmented learning experience. A variety of handmade and off-the-shelf devices (e.g., PDAs) were designed, built and deployed using a wireless network in a real woodland. A main goal was to enable children to reflect upon various invisible biological processes (e.g., photosynthesis) through discovering various physical aspects of the environment (e.g., light, plants, insects). The medley of learning tools included probing devices, an ambient horn and a periscope device (see belowthat when interacted with provided a range of contextually relevant information. Our studies showed children exploring the Ambient Wood in highly collaborative, imaginative and reflective ways.

For more information click here

 

External Representations and Collaboration

I am interested in the functional and changing role different kinds of external representations play in complex activities distributed over time, space and people. I have been studying how the combination of physical and electronic representations are used and created in a number of workplace settings, including the creation and editing of content in the news and media industry, the construction of building plans in engineering companies and the construction of booking forms and ticketing in travel centres.

An ongoing project that is investigating how best to integrate multiple representations is Espace. This project is concerned with how to present information on multiple interlinked displays that can be interacted with in different ways by different social groupings. To this end, we have been investigating the physical, social and computational design of shared information spaces. Our focus has been on exploring the spatio-temporal aspects of how best to display co-linked representations on multiple displays such that the individuals can follow the flow of information that is being presented and also know intuitively how to interact with the information presented on different displays.

A particular research issue is how individuals in different groupings know which display (or part of) to look at and find and interact with the information they need (or which someone else is referring to) for a given task or stage of an activity. We have carried out a number of experimental and ethnographic studies (Rodden et al, 2002; Rogers et al, 2002) that have shown how orientation and positioning of different kinds of interactive displays can have profound effects on the nature of the coordination and collaboration that unfolds.

For more information, see the Espace page.

Espace Project