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Anais do IHC'2001 - Departamento de Informática e Estatística - UFSC

Anais do IHC'2001 - Departamento de Informática e Estatística - UFSC

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230<br />

<strong>Anais</strong> <strong>do</strong> IHC’2001 - IV Workshop sobre Fatores Humanos em Sistemas Computacionais<br />

1995] and to conjecture about visualizations that could be used in learnware for a specific<br />

topic in Biology⎯Men<strong>de</strong>l’s laws of <strong>do</strong>minance. The result of this study is a set of<br />

theoretical issues that, in the opinion of the authors, should be investigated in a long-term<br />

research agenda about the use of DM in learnware interface <strong>de</strong>sign.<br />

Direct Concept Manipulation for Learning about Geometry<br />

Super Tangrams © (ST) is a piece of learnware that has been implemented using different<br />

interface styles. ST is built around a puzzle-solving activity called tangrams. The concepts<br />

to be learned in this activity are three geometrical transformations: sli<strong>de</strong> (or translation),<br />

turn (or rotation), and flip (or reflection). In ST, children solve tangrams puzzles by<br />

manipulating on-screen images of given geometric shapes. Three distinct styles of<br />

interaction ⎯ DOM (Direct Object Manipulation), DCM (Direct Concept Manipulation)<br />

and RDCM (Reflective Direct Concept Manipulation) ⎯ have been polished to give<br />

children an impression of a commercial game. This has been judged important to give<br />

experiments a realistic atmosphere and to prevent implementation discontinuities from<br />

interfering with the study.<br />

In the DOM version, the user manipulates the geometric shapes directly. The <strong>de</strong>sired<br />

outline is presented in the center of the screen, with the available pieces scattered around<br />

the periphery (see Figure 1). Buttons on the si<strong>de</strong> allow the user to select flip (horizontally<br />

or vertically), rotate (clockwise or counterclockwise), or drag mo<strong>de</strong>. The or<strong>de</strong>r of the<br />

puzzles is fixed and every puzzle has a fixed score, which is ad<strong>de</strong>d to the users total score<br />

when the puzzle is completed. This keeps the learning activity in close association with<br />

game playing.<br />

Figure 1: A snapshot of the DOM HCI style in ST<br />

In the DCM version, the user directly manipulates visual representations of the<br />

transformation concepts rather than the shapes themselves. The screen has a coarse grid in<br />

the background and the i<strong>de</strong>a of focussing on a piece (rather than on an operation) is<br />

introduced (see Figure 2). The user chooses a shape (shown by the piece having a different<br />

pattern), the operation (Sli<strong>de</strong>, Turn, or Flip), and this causes the transformation<br />

representation and the ghost image of the shape to appear. As indicated in Figure 2, when<br />

Turn is selected the transformation representation is an arc attached to one vertex of the<br />

focussed shape. The arc has a moveable center and endpoint. Manipulating the center

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