dc.contributor.advisor |
Gelderblom, Helene
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dc.contributor.author |
Smith, Andrew Cyrus
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dc.date.accessioned |
2018-09-20T09:09:42Z |
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dc.date.available |
2018-09-20T09:09:42Z |
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dc.date.issued |
2017-02 |
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dc.date.submitted |
2018-09 |
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dc.identifier.citation |
Smith, Andrew Cyrus (2017) A tangible programming environment model informed by principles of perception and meaning, University of South Africa, Pretoria, <http://hdl.handle.net/10500/24850> |
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dc.identifier.uri |
http://hdl.handle.net/10500/24850 |
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dc.description.abstract |
It is a fundamental Human-Computer Interaction problem to design a tangible programming environment for use by multiple persons that can also be individualised. This problem has its origin in the phenomenon that the meaning an object holds can vary across individuals. The Semiotics Research Domain studies the meaning objects hold. This research investigated a solution based on the user designing aspects of the environment at a time after it has been made operational and when the development team is no longer available to implement the user’s design requirements.
Also considered is how objects can be positioned so that the collection of objects is interpreted as a program. I therefore explored how some of the principles of relative positioning of objects, as researched in the domains of Psychology and Art, could be applied to tangible programming environments. This study applied the Gestalt principle of perceptual grouping by proximity to the design of tangible programming environments to determine if a tangible programming environment is possible in which the relative positions of personally meaningful objects define the program. I did this by applying the Design Science Research methodology with five iterations and evaluations involving children.
The outcome is a model of a Tangible Programming Environment that includes Gestalt principles and Semiotic theory; Semiotic theory explains that the user can choose a physical representation of the program element that carries personal meaning whereas the Gestalt principle of grouping by proximity predicts that objects can be arranged to appear as if linked to each other. |
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dc.format.extent |
1 online resource (xxii, 254 leaves) : illustrations (chiefly color), graphs (chiefly color), map |
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dc.language.iso |
en |
en |
dc.subject |
Gestalt principles |
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dc.subject |
Grouping by proximity |
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dc.subject |
Perception |
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dc.subject |
Personally meaningful |
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dc.subject |
Programming |
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dc.subject |
Programming languages |
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dc.subject |
Semiotic theory |
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dc.subject |
Signs |
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dc.subject |
Tangible program |
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dc.subject |
Tangible user interface |
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dc.subject.ddc |
005.1 |
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dc.subject.lcsh |
Programming (Computers) |
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dc.subject.lcsh |
Programming languages (Computers) |
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dc.subject.lcsh |
User interfaces (Computer systems) |
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dc.subject.lcsh |
Human-computer interaction |
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dc.title |
A tangible programming environment model informed by principles of perception and meaning |
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dc.type |
Thesis |
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dc.description.department |
School of Computing |
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dc.description.degree |
Ph. D. (Computer Science) |
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