Let the Experts Talk:
An Experience of Tangible
Game Design with Children
Javier Marco
University of Zaragoza, Spain | javi.marco@unizar.es
Sandra Baldassarri
University of Zaragoza, Spain | ecerezo@unizar.es
Eva Cerezo
University of Zaragoza, Spain | sandra@unizar.es
Diana Yifan Xu
University of Central Lancashire | yfxu@uclan.ac.ukt
Janet C. Read
University of Central Lancashire | jcread@uclan.ac.uk
[ 1] Marco, J., Cerezo,
E., Baldassarri, S.,
Mazzonne, E., Read,
J. “Bringing Tabletop
Technologies to
Kindergarten Children.”
23rd BCS Conference
on Human Computer
Interaction. Cambridge,
United Kingdom: 2009.
Figure 1). Physically inert, tangible objects are used
on the table; these are conventional rubber toys
that children can grasp with their hands [ 2]. Two
visual-output information channels are supported:
active projection on the surface of the table and a
frontal computer monitor standing on the table.
The projected 2-D graphic image provides input/
output space coincidence, while the monitor shows
a 3-D virtual environment. Recognition software
tracks the toys movement and provides informa-
tion to the system.
January + February 2010
[ 2] Ishii, H. “Tangible
Bits: Beyond Pixels.”
2nd International
Conference on Tangible
and Embedded
Interaction. Bonn,
Germany: 2008.
In the past 15 years, Tangible User Interfaces (TUIs)
have emerged as an ideal technology for deliver-
ing child-computer interaction that is adapted to
children’s psychomotor and cognitive skills develop-
ment. The rapid evolution of these tangible technol-
ogies has meant that there has been little or no time
to build a foundation for the design of games and
learning applications that could offer pleasant and
useful experiences to children. Our research group
specializes in multimodal and natural human-
computer interaction and conducts child-focused
research that highlights children’s real needs and
wants. This approach can be highly rewarding when
designing new interfaces and interactions for chil-
dren [ 1]. Rather than designing and implementing
finished applications by ourselves and then testing
them with children, we work with them throughout
the process.
Following this design philosophy, we have built a
tangible tabletop prototype suitable for ages three
to four. To do this, we have been inviting children
into our lab to work with us in designing a tangible
storytelling farm game.
interactions
NIKVision: A Tabletop TUI
The NIKVision tabletop system consists of several
components. The first is a 70x70x45cm table (see
The Tangible Farm: A Game for NIKVision
When we started this project, we did not have a
clear idea for a tangible game suitable for young
children, but we knew that farm toys were very
popular with three- to four-year-olds. Therefore, we
bought some rubber farm animals and modeled a
3-D virtual farm with animal avatars as inputs and
outputs. This initial game had no structure: When
an animal toy was placed on the table, it would
be detected. The 3-D avatar of this same animal
appeared on the monitor. Moving and rotating the
toy on the table produced the same movements
in the animal avatar (see Figure 2). We did not
implement more interactive elements to the game
because we were interested in the spontaneity and