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A case study of intended versus actual experience of adaptivity in a tangible storytelling system

A Correction to this article was published on 16 April 2020

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Abstract

This article presents a case study of an adaptive, tangible storytelling system called “The Reading Glove”. The research addresses a gap in the field of adaptivity for ubiquitous systems by taking a critical look at the notion of “adaptivity” and how users experience it. The Reading Glove is an interactive storytelling system featuring a wearable, glove-based interface and a set of narratively rich objects. A tabletop display provides adaptive recommendations which highlight objects to select next, functioning as an expert storytelling system. The recommendation engine can be run in three different configurations to examine the effects of different adaptive methods. The study of the design process as well as the user experience of the Reading Glove allows us to develop a deeper understanding of the experience of adaptivity that is useful for designers of intelligent systems, particularly those with ubiquitous and tangible forms of interaction.

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Correspondence to Karen Tanenbaum.

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Tanenbaum, K., Hatala, M., Tanenbaum, T. et al. A case study of intended versus actual experience of adaptivity in a tangible storytelling system. User Model User-Adap Inter 24, 175–217 (2014). https://doi.org/10.1007/s11257-013-9140-9

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Keywords

  • Adaptivity
  • Tangible computing
  • User models
  • Recommendation systems
  • Expert systems
  • User experience