Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3585088.3593876acmconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
extended-abstract

WooGu: Exploring an Embodied Tangible User Interface for Supporting Children to Learn Farm-to-Table Food Knowledge

Published: 19 June 2023 Publication History

Abstract

Food is essential for human health, growth, and development. However, children need more learning materials and motivation to receive food literacy education or know the fundamental food processes from farm to table. In this work, we explored the design of a prototype named WooGu with tangible user interfaces (TUI) and embodied interactions, which aims to improve young children’s food literacy. WooGu presents three design features: a cube displaying user interfaces, step-by-step tasks guiding children to learn food from farm to table, and hands-on props made by cardboard empowering embodied interactions. We evaluated WooGu with two families in a pilot test, and the findings suggested that WooGu provides children with the embodied experience of food production, improving their food literacy, logical thinking, and practical ability. This research contributed to the human-food interaction area and provided a novel way of learning food literacy for children through embodied interactions with WooGu.

References

[1]
. 2023. Five Grains - Wikipedia. https://en.wikipedia.org/wiki/Five_Grains.
[2]
Sharon Baurley, Bruna Petreca, Paris Selinas, Mark Selby, and Martin Flintham. 2020. Modalities of Expression: Capturing Embodied Knowledge in Cooking. Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction (2020).
[3]
Rob Comber, Jaz Hee jeong Choi, Jettie Hoonhout, and Kenton O’hara. 2014. Designing for human-food interaction: An introduction to the special issue on ’food and interaction design’. Int. J. Hum. Comput. Stud. 72 (2014), 181–184.
[4]
Jialin Deng, Patricia Joan Olivier, Josh Andrés, Kirsten Ellis, Ryan Wee, and Florian ‘Floyd’ Mueller. 2022. Logic Bonbon: Exploring Food as Computational Artifact. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (2022).
[5]
Min Fan, Jianyu Fan, Alissa Nicole Antle, Sheng Jin, Dongxu Yin, and Philippe Pasquier. 2019. Character Alive: A Tangible Reading and Writing System for Chinese Children At-risk for Dyslexia. Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (2019).
[6]
Fernando Garcia-Sanjuan, Sandra Jurdi, Javier Jaén Martínez, and Vicente Nacher. 2018. Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education. Comput. Educ. 123 (2018), 65–84.
[7]
Aya H. Kimura. 2011. Food education as food literacy: privatized and gendered food knowledge in contemporary Japan. Agriculture and Human Values 28 (2011), 465–482.
[8]
Yanhong Li, Szilvia Balogh, Armand Luttringer, Thomas Weber, Sven Mayer, and Heinrich Hussmann. 2022. Designing a Tangible Interface to“Force” Children Collaboration. Interaction Design and Children (2022).
[9]
Yanhong Li, Men Liang, Julian Preissing, Nadine Bachl, Michelle Melina Dutoit, Thomas Weber, Sven Mayer, and Heinrich Hussmann. 2022. A Meta-Analysis of Tangible Learning Studies from the TEI Conference. Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction (2022).
[10]
Paul Marshall. 2007. Do tangible interfaces enhance learning?. In Tangible and Embedded Interaction.
[11]
Moran Mizrahi, Amos Golan, Ariel Bezaleli Mizrahi, Rotem Gruber, Alexander Zoonder Lachnise, and Amit Zoran. 2016. Digital Gastronomy: Methods & Recipes for Hybrid Cooking. Proceedings of the 29th Annual Symposium on User Interface Software and Technology (2016).
[12]
Janandani Nanayakkara, Claire E Margerison, and Anthony Worsley. 2017. Importance of food literacy education for senior secondary school students: food system professionals’ opinions. International Journal of Health Promotion and Education 55 (2017), 284 – 295.
[13]
Arzu Guneysu Ozgur, Ayberk Özgür, Thibault Asselborn, Wafa Johal, Elmira Yadollahi, Barbara Bruno, Melissa Skweres, and Pierre Dillenbourg. 2020. Iterative Design and Evaluation of a Tangible Robot-Assisted Handwriting Activity for Special Education. Frontiers in Robotics and AI 7 (2020).
[14]
Joshua Palay and Mark W. Newman. 2009. SuChef: an in-kitchen display to assist with "everyday" cooking. CHI ’09 Extended Abstracts on Human Factors in Computing Systems (2009).
[15]
Carmen Pérez-Rodrigo and Javier Aranceta. 2001. School-based nutrition education: lessons learned and new perspectives. Public Health Nutrition 4 (2001), 131 – 139.
[16]
Bertrand Schneider, Patrick Jermann, Guillaume Zufferey, and Pierre Dillenbourg. 2011. Benefits of a Tangible Interface for Collaborative Learning and Interaction. IEEE Transactions on Learning Technologies 4 (2011), 222–232.
[17]
Joachim Scholderer, Karen Brunsø, Lone Bredahl, and Klaus G. Grunert. 2004. Cross-cultural validity of the food-related lifestyles instrument (FRL) within Western Europe. Appetite 42 (2004), 197–211.
[18]
Samantha Speer, Emily Hamner, Michael Tasota, Lauren Zito, and Sarah K. Byrne-Houser. 2021. MindfulNest: Strengthening Emotion Regulation with Tangible User Interfaces. Proceedings of the 2021 International Conference on Multimodal Interaction (2021).
[19]
Courtney Thompson, Jean Adams, and Helen Anna Vidgen. 2021. Are We Closer to International Consensus on the Term‘Food Literacy’? A Systematic Scoping Review of Its Use in the Academic Literature (1998–2019). Nutrients 13 (2021).
[20]
Yan Wang, Zhuying Li, Robert S. Jarvis, Joseph La Delfa, Rohit Ashok Khot, and Florian ‘Floyd’ Mueller. 2020. WeScream!: Toward Understanding the Design of Playful Social Gustosonic Experiences with Ice Cream. Proceedings of the 2020 ACM Designing Interactive Systems Conference (2020).
[21]
Yan Wang, Zhuying Li, Rohit Ashok Khot, and Florian ‘Floyd’ Mueller. 2021. Sonic Straws: A beverage-based playful gustosonic system. Adjunct Proceedings of the 2021 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2021 ACM International Symposium on Wearable Computers (2021).
[22]
Yan Wang, Zhuying Li, Rohit Ashok Khot, and Florian ‘Floyd’ Mueller. 2022. Toward Understanding Playful Beverage-based Gustosonic Experiences. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 6 (2022), 1 – 23.
[23]
Arooj Zaidi and Junichi Yamaoka. 2021. TIEboard: Developing Kids Geometric Thinking through Tangible User Interface. SIGGRAPH Asia 2021 Posters (2021).

Cited By

View all
  • (2024)"See, Hear, Touch, Smell, and,...Eat!": Helping Children Self-Improve Their Food Literacy and Eating Behavior through a Tangible Multi-Sensory Puzzle GameProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655801(270-281)Online publication date: 17-Jun-2024

Index Terms

  1. WooGu: Exploring an Embodied Tangible User Interface for Supporting Children to Learn Farm-to-Table Food Knowledge

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      IDC '23: Proceedings of the 22nd Annual ACM Interaction Design and Children Conference
      June 2023
      824 pages
      ISBN:9798400701313
      DOI:10.1145/3585088
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 19 June 2023

      Check for updates

      Author Tags

      1. Embodied interaction
      2. food literacy education
      3. prototype design
      4. tangible user interface

      Qualifiers

      • Extended-abstract
      • Research
      • Refereed limited

      Funding Sources

      • National Social Science and Arts Foundation
      • Duke Kunshan University FSTA Grant

      Conference

      IDC '23
      Sponsor:
      IDC '23: Interaction Design and Children
      June 19 - 23, 2023
      IL, Chicago, USA

      Acceptance Rates

      Overall Acceptance Rate 172 of 578 submissions, 30%

      Upcoming Conference

      IDC '25
      Interaction Design and Children
      June 23 - 26, 2025
      Reykjavik , Iceland

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)146
      • Downloads (Last 6 weeks)19
      Reflects downloads up to 14 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)"See, Hear, Touch, Smell, and,...Eat!": Helping Children Self-Improve Their Food Literacy and Eating Behavior through a Tangible Multi-Sensory Puzzle GameProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655801(270-281)Online publication date: 17-Jun-2024

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media