Abstract

Computer-based training has been applied to autism spectrum disorder treatment. Most CBT applications are based on the standard WIMP interface. However, autistic children have their own unique learning style. They are more attracted to a tangible user interface device, such as a steering wheel used in a computer game, instead of a standard mouse. In this paper, two versions of computer-based training application for autistic children were compared in terms of learn ability. One of them is based on a standard WIMP interface, while the other adopts a tangible user interface. The basic shape matching task was chosen as a case study. The point-and-click interaction style was chosen for WIMP interface while the grasp-and -move style was adopted for tangible user interface. Both systems display a picture of a randomly chosen geometric shape and then ask a user to pick one of the provided icons (a wood block for the tangible UI case) to match the shape of the object shown on screen. Experiment was carried out to compare the ease of use of the two interfaces as perceived by autistic children. The results show that the tangible user interface was easier and more enjoyable to use than the WIMP interface.

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