Abstract
A multitude of methods for evaluating the interaction and experience exists, but there is a lack of discussion on methods that evaluate the experience in enactive and socioenactive scenarios. In this work, we investigate whether current evaluation methods are sufficient to evaluate the socioenactive experience that emerges of the coupling of three main elements (physical, digital, and social) as part of those scenarios. We conducted a case study to evaluate the experience resulting from the interaction with TangiTime, a tangible tabletop installation, using the AttrakDiff questionnaire as an evaluation method for the socioenactive experience. Based on findings from this case study, we provide insights on other design aspects to be covered in the evaluation of socioenactive scenarios.
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Acknowledgments
This work is supported by the São Paulo Research Foundation (FAPESP) (grant #2015/16528-0), National Council for Scientific and Technological Development (CNPq) (grant #306272/2017-2), Coordination for the Improvement of Higher Education Personnel (CAPES) (grant #2017/173989) and a Technical Training Program (grant #2020/03503-7). The authors thank the members of the InterHAD group for their collaboration in different phases of the study and the NIED for providing us the location to conduct the study.
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Mendoza, Y.L.M., Baranauskas, M.C.C. (2020). Evaluating the Socioenactive Experience with a Tangible Tabletop Installation: A Case Study. In: Agredo-Delgado, V., Ruiz, P.H., Villalba-Condori, K.O. (eds) Human-Computer Interaction. HCI-COLLAB 2020. Communications in Computer and Information Science, vol 1334. Springer, Cham. https://doi.org/10.1007/978-3-030-66919-5_13
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DOI: https://doi.org/10.1007/978-3-030-66919-5_13
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