An Ensemble of Tangible User Interfaces to Foster Music Awareness and
Interaction in Vulnerable Learners
Adriano Barat
`
e
a
, Luca A. Ludovico
b
and Eleonora Oriolo
Laboratory of Music Informatics (LIM), Department of Computer Science, University of Milan,
via G. Celoria 18, Milan, Italy
Keywords:
Music, Tangible User Interfaces, Computer-supported Education, Educational Vulnerability, Social
Disadvantage, Accessibility, Educational Poverty.
Abstract:
This paper describes an educational and creative experience based on tangible user interfaces for making music
together. The learners involved in the initiative, aged 7 to 50, presented various forms of social disadvantage
and, in some cases, also physical and cognitive impairment. The methodology consisted in building a number
of user-tailored experiences to let participants acquire basic musical skills by a hands-on approach imple-
mented through an ensemble of digital instruments. Aspects such as peer-to-peer collaboration, usability, and
accessibility had to be addressed. The achieved results included not only the improvement of music compe-
tences in vulnerable users, but also the acquisition of social and soft skills. After analyzing the state of the art,
this paper aims to investigate all the aspects of the initiative, starting from the design phase (devices, organiza-
tional aspects, learning subjects, etc.), then describing the experimental setting, and, finally, documenting the
achieved results.
1 INTRODUCTION
In the field of sound and music computing, a relevant
research question is how technology can bridge the
gap between musical creativity and expressiveness on
one side, and physical and cognitive user impairment
on the other. Not only disability, but also a condition
of social disadvantage can hamper the development
of musical skills (Harrison, 2013; McAnally, 2013;
Bates, 2018). For example, in a context of educational
poverty due to economic conditions or geographical
isolation, even the availability of a musical instrument
can be a critical issue.
Digital technologies can help in a number of het-
erogeneous ways: just to mention a few examples,
a computer-based system can substitute and/or aug-
ment a standard musical instrument (Gabrielli et al.,
2011; d’Alessandro et al., 2015; Ko and Oehlberg,
2020), can pave the way for unleashing creativity
(Mellor, 2008; Riley et al., 2009; Morreale et al.,
2014), can provide alternative interfaces suitable to
overcome impairments (de Oliveira et al., 2015; Gor-
bunova and Voronov, 2018; Frid, 2019), can encour-
age the development of music-related skills (Avanzini
a
https://orcid.org/0000-0001-8435-8373
b
https://orcid.org/0000-0002-8251-2231
et al., 2019b; Barat
`
e and Ludovico, 2020; Pesek et al.,
2020). According to Li et al. (2019), music teaching
through information technology can also affect be-
havior relating to learners’ online learning attitudes,
music learning motivation, and learning engagement.
The ubiquity of portable devices (notebooks, tablets,
smart phones, etc.), equipped with ad-hoc hardware
accessories, suitable software tools, and easy-to-use
interfaces, can represent a solution even in vulnera-
bility contexts.
As stated by Barton and Riddle (2021), music is
learned and taught in multiple ways depending on the
socio-cultural contexts in which learning occurs, and
musical activities should be culturally responsive and
meaningful so as to respond to diverse learning con-
texts. In the scenario described in this paper, critical
aspects such as user-friendliness, usability, accessibil-
ity, affordability, and a suitable use of multimodality
must be considered.
The experience described in this work makes use
of multiple tangible user interfaces, acting as the mu-
sical instruments, connected via Bluetooth to a mobile
device, acting as both the synthesizer and the configu-
ration center. The goal is to foster musical expressive-
ness and interaction between young users living in a
condition of social disadvantage, due to educational
48
Baratè, A., Ludovico, L. and Oriolo, E.
An Ensemble of Tangible User Interfaces to Foster Music Awareness and Interaction in Vulnerable Learners.
DOI: 10.5220/0010653400003060
In Proceedings of the 5th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2021), pages 48-57
ISBN: 978-989-758-538-8; ISSN: 2184-3244
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
poverty or cognitive/physical impairments.
The key research questions we aim to answer are:
RQ1. How can a tangible user interface encourage
the acquisition of basic musical skills in so-
cially distressed subjects?
RQ2. How can an ensemble of tangible user inter-
faces improve socialization and cooperation
among peers?
RQ3. How can this experiment be extended and eas-
ily exported to other contexts?
The remainder of the paper tries to answer such
questions, and is organized as follows: Section 2 will
describe some previous experiences employing mu-
sic therapy to overcome physical and cognitive im-
pairments; Section 3 will introduce tangible user in-
terfaces, focusing, in particular, on their applicability
to music expressiveness; Section 4 will frame the ac-
tivities in the context of the “Note Digitali” project;
Section 5 will report some design choices and de-
scribe the experimental setting; Section 6 will focus
on achieved results, assessed through the analysis of
pre- and post-activity surveys and teacher observa-
tions; finally, Section 7 will draw the conclusions.
2 BACKGROUND
The current proposal is rooted in some previous
music-therapy experiences conducted by the same
working group with the help of digital technologies
and documented by Barat
`
e et al. (2018, 2019). Also
in that case, the idea was to employ a computer-based
interface in order to overcome the physical and cog-
nitive impairments that often hamper musical activi-
ties in users with disabilities. Such a goal only par-
tially overlaps the one of the “Note Digitali” project;
in fact, in the scenario described below, not only im-
pairments, but also conditions of social disadvantage
will be considered.
Other key differences with respect to the afore-
mentioned experiences must be remarked. First, from
a technical point of view, human-computer interac-
tion occurred through the Leap Motion controller, an
optical hand tracking module able to detect and cap-
ture the movements of user’s hands with great ac-
curacy (Weichert et al., 2013). The applicability of
such a device to music recalls the concept of “air”
musical instruments, i.e. virtual instruments employ-
ing depth cameras or other sensor systems to imple-
ment an interaction paradigm based on performing
gestures in the air, without touching a physical inter-
face (Godøy et al., 2005). Examples have been docu-
mented by Tarabella (2004), Fan and Essl (2013) and
Dahl (2015). Conversely, the “Note Digitali” project
will employ a specific tangible user interface called
Kibo and described in Section 3. Needless to say,
this kind of interfaces completely changes the human-
computer interaction paradigm.
Moreover, in previous experiences the musical
performance mainly involved only the impaired user
interacting through the Leap Motion controller – and
the therapist playing a traditional instrument. The
social aspects typical of making music together were
limited to the relationship between a single learner
and the instructor. Conversely, the proposal detailed
below will focus on peer-to-peer interaction between
multiple young performers, and the main roles played
by the instructor will be to explain, help, and propose
new musical experiences.
The scientific literature reports many other expe-
riences of ensemble music based on digital instru-
ments. For example, the aspects of human interaction
and communication in a digital music ensemble have
been addressed by Hattwick (2011) and Hattwick and
Umezaki (2012); Ben-Tal and Salazar (2014) propose
a new model for collaborative learning based on the
connections between the technological tools and the
social frameworks in emerging digital music collec-
tives; Cheng (2019) investigates the development of
musical competency in a laptop ensemble.
With respect to other similar initiatives, our pro-
posal presents novel features regarding the expres-
siveness of the selected digital device, the availability
of a fine–tuned learning environment, and the atten-
tion paid to affective and emotional aspects. These
characteristics will be better clarified in next sections.
3 TANGIBLE USER INTERFACES
FOR MUSIC
In the digital domain, tangible user interfaces (TUIs)
aim to overcome some limitations posed by classic
computer interaction, offering, for example, intuitive
ways to build complex structures, manipulate param-
eters, and connect objects. TUIs use physical forms
that fit seamlessly into a user’s physical environment,
giving physical form to digital information and tak-
ing advantage of haptic-interaction skills (Ishii and
Ullmer, 1997). TUIs make digital information di-
rectly manipulatable with our hands and perceptible
through our peripheral senses through its physical em-
bodiment (Ishii, 2008). Such an approach is partic-
ularly effective for young (Xu, 2005) and disadvan-
taged users (Farr et al., 2010; Aljaam et al., 2011;
Carre
˜
no-Le
´
on et al., 2020).
An Ensemble of Tangible User Interfaces to Foster Music Awareness and Interaction in Vulnerable Learners
49
Another key concept to clarify in this context is
the one of music embodiment: it can be defined as
a corporeal process that enables the link between mu-
sic as experienced phenomenon and music as physical
energy, or the physical environment in general (Le-
man et al., 2008). This sense-giving process focuses
on the cognitive relationship that ties musical subjects
and objects. Such an idea has been critically analyzed
and reworked by Schiavio and Menin (2013).
Music TUIs are a technological means able to sup-
port and encourage music embodiment, thus break-
ing down the barriers that hinder musical creativity
and expressiveness especially in young people and in
impaired performers. On one side, a tangible inter-
face – implying something “real”, “concrete” – offers
a physical way to interact with music and sound pa-
rameters, somehow recalling the kind of interaction
of traditional musical instruments; on the other side,
it can simplify the process, e.g., making it more ac-
cessible and intuitive.
Many music TUIs are based on fiducial markers,
or simply fiducials, namely objects placed in the field
of view of an image-recognition system with func-
tions of control, user input, reference or measure. Ex-
amples of fiducials include:
2D markers, e.g. barcode systems or pictograms
(Fiala, 2005);
basic 3D geometrical shapes, e.g. multi-faceted
cubes (Rabbi and Ullah, 2014);
3D printed objects, e.g. diorama models of musi-
cal instruments (Avanzini et al., 2019a).
3.1 Musical Applications of TUIs
Fiducials are the basis of the functioning of the re-
acTable, a digital musical instrument developed by
the Music Technology Group at the Universitat Pom-
peu Fabra in Barcelona, Spain (Jord
`
a, 2010). The re-
acTable employs fiducials to generate and control mu-
sic and sound parameters. This device has a tabletop
tangible user interface formed by a round translucent
table used as a backlit display. Special blocks called
tangibles (see Figure 1) can be placed on the table
and moved by the user according to the intended re-
sult; their geometrical and spatial characteristics are
detected in real time by the image-recognition system,
that, in turn, pilots the virtual modular synthesizer to
create music or sound effects.
Another fiducial-based framework for music is D-
Touch (Costanza et al., 2003), defining a class of tan-
gible media applications that can be implemented on
consumer-grade personal computers. D-Touch fidu-
cial markers for music-performance applications are
shown in Figure 2.
Finally, it is worth mentioning the TuneTable
(Xamb
´
o et al., 2017), a platform based on pro-
grammable fiducials for music coding (Figure 3).
This approach was assessed in a computational musi-
cal tabletop exhibit for the young held at the Museum
Figure 1: Fiducial markers in use in the reacTable. Picture
taken from (Dance Music Northwest, 2015).
Figure 2: Fiducial markers in use in D-Touch. Picture taken
from (Costanza et al., 2003).
Figure 3: Fiducial markers in use in TuneTable.
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
50
Figure 4: Kibos body and tangibles.
of Design, Atlanta (MODA). Workshop activities had
the goal of promoting hands-on learning of computa-
tional concepts through music creation.
3.2 Kodaly Kibo
Kibo by Kodaly is a wooden board presenting eight
unique geometric shapes that can be inserted into and
removed from suitable slots. This device, also sensi-
tive to pressure variations on single tangibles, returns
the dynamic response of a polyphonic acoustic instru-
ment.
The main control over music parameters is real-
ized through a set of 8 easily-recognizable tangibles,
shown in Figure 4. Each object has a different shape
fitting in a single slot. Tangibles present symmetry
properties so that they can be rotated and flipped be-
fore being inserted in their slots. They have a mag-
netic core, consequently they can be also stacked one
on top of the other. The body of Kibo contains a multi-
point pressure sensor that allows to detect the inser-
tion and removal of tangibles. The characteristics of
the sensor make the instrument both extremely sensi-
tive and very resistant. Concerning the former aspect,
it is sufficient to bring a tangible closer to the body
to trigger a reaction; similarly, the gentle touch of fin-
gers over an already plugged tangible is recognized as
a pressure variation. Concerning robustness, Kibo has
been designed to tolerate strong physical stresses, like
fists and bumps. A distinctive feature is the possibility
to detect pressure variations over tangibles.
Kibo can be connected via Bluetooth or USB to
iOS and macOS devices running a proprietary app,
that acts both as a synthesizer and a configuration cen-
ter. Windows and Android operating systems are also
supported via third-party drivers.
The communication between the controller and
the app occurs by exchanging standard MIDI 1.0 mes-
sages. The MIDI engine integrated into the app sup-
ports up to 7 Kibo units simultaneously, without per-
ceivable latency. Being a fully compatible controller,
Kibo can also be integrated into any MIDI setup with-
out the intervention of the app as a mediator.
The reasons why Kibo was chosen for the “Note
digitali” project have been already anticipated by Am-
ico and Ludovico (2020). In addition to the advan-
tages of any music-oriented TUI, this device simpli-
fies the establishment of a network of musical instru-
ments working together like an orchestral ensemble.
Moreover, the app natively embeds three operat-
ing modes that are particularly useful in educational,
rehabilitative, and therapeutic fields:
1. Musical Instrument Mode In this scenario,
Kibos tangibles are usually mapped onto pitches.
Associations between shapes and notes can be
customized; in this way, the device is not bound
to a fixed association (e.g., a C-major scale), but
it support key changes, other scale models, non-
standard note layouts, etc. Through a suitable
processing of MIDI messages, a single key could
also trigger multiple musical events, e.g. custom
chords or arpeggios. The metaphor of a keyboard
controller is further extended by the aftertouch ef-
fect, namely the possibility to detect pressure vari-
ations over tangibles after note attacks;
2. Beat Mode In this scenario, tangibles are
mapped onto single percussive instruments. The
pressure sensor, presenting a high level of resis-
tance to strong mechanical stresses but also a no-
ticeable sensitivity, allows effects ranging from
hard mallet beats to delicate brush rubbing. With
respect to the previous one, such an operating
mode greatly simplifies interaction and makes the
performance more intuitive for beginners; for ex-
ample, the melodic and harmonic dimensions of
music are absent, and a number of musical param-
eters (e.g., the release time for notes) are ignored;
3. Song Mode In this scenario, Kibo is employed
as a controller to trigger already available mu-
sic loops. Tangibles are associated with mutu-
ally synchronized but independent tracks, like in
a multi-track environment. When tangibles are
inserted, the corresponding tracks are activated;
when they are removed, tracks are muted (but they
keep running silently, so as to preserve global syn-
chronization). This type of interaction with mu-
sic content is particularly suitable to engage users
who are not able or do not wish to create their own
music.
The configurability of Kibo, coupled with the
adoption of standard communication protocols, en-
ables numerous and heterogeneous scenarios. Mul-
An Ensemble of Tangible User Interfaces to Foster Music Awareness and Interaction in Vulnerable Learners
51
tiple Kibo units in an ensemble can be set to cover
distinct note ranges and timbres, or even to work
in different operating modes, thus providing the
teacher with great flexibility. Additional operating
modes could be easily implemented by assigning
other meanings, even extra-musical ones, to the MIDI
messages generated by Kibo via ad-hoc software in-
terfaces.
4 THE “NOTE DIGITALI”
PROJECT
The initiative described in this work was launched in
response to “Bando 57”, a call promoted and funded
by Fondazione di Comunit
`
a di Milano - Citt
`
a, Sud
Ovest, Sud Est e Adda Martesana ONLUS. In this
framework, a number of workshop activities under
the common umbrella of the “Note digitali” (i.e. Dig-
ital Notes) project has been proposed. The project
directly involved 3 partners:
1. Laboratorio di Informatica Musicale (Laboratory
of Music Informatics), Department of Computer
Science, University of Milan. Established in
1985, it is one of the most relevant Italian research
centers dealing with sound and music computing;
2. Casa di Redenzione Sociale (House of Social Re-
demption), Milan. Founded in 1927, this insti-
tution has been conducting activities in both the
social and cultural fields, specifically addressing
problems linked to the context of the northern sub-
urbs of Milan: fragmentation of the social fabric,
widespread educational poverty, and lack of pub-
lic spaces;
3. Fondazione Luigi Clerici, Milan. In opera-
tion since 1972, this foundation offers vocational
courses and apprenticeship initiatives, also for
adult and impaired students. The mission is to
create a network able to integrate education and
organizational skills in collaboration with public
and private authorities, local institutions, trade as-
sociations, and social organizations.
The project was conceived as an experiment of
cultural citizenship where music turns into a means
of self-empowerment and social cohesion. The goals
included providing basic musical competences and
skills, fostering creativity, and, above all, encourag-
ing interaction and socialization in vulnerable young
students. The expected results included the promotion
of participation in the socio-cultural life of the com-
munity by people with different types of disabilities,
the perception of music as a means of aggregation,
Figure 5: The hardware equipment used during the experi-
mental activity: 5 Kibo units and an Apple iPad.
Figure 6: The classroom for workshop activities.
and self-empowerment, namely the self-discovery for
the participants of their skills and abilities.
5 EXPERIMENTAL SETTING
Workshop activities were conducted in small groups
under the guidance of an experienced tutor in a time
span from December 2020 to May 2021.
In this section we will describe the design choices
made when planning the workshop activities, con-
cerning the type and number of hardware devices, the
expected structure of the course, the characterization
of the subjects involved, and the learning materials
prepared to guide participants towards the acquisition
of both musical and social skills.
The basic hardware equipment used during the ex-
perimental activity included 5 Kibo units connected
to an Apple iPad via Bluetooth Low Energy (BLE),
as shown in Figure 5. The room where most activities
took place (Figure 6) was also equipped with tradi-
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
52
tional and digital musical instruments, such as drums
and an electric piano. This setting provided the tu-
tor with many options, including the exclusive use of
Kibo units (with or without involving the tutor her-
self) or mixed performances involving also traditional
instruments, specifically the piano and the ukulele. In
the latter scenario, the tutor was the only performer
enabled to play a non-digital instrument, since most
participants had no previous music knowledge, and
the function was basically to explain musical con-
cepts and guide learners towards an autonomous per-
formance.
The technical limitations of the BLE communica-
tion protocol currently limit to 7 the total amount of
Kibo units simultaneously connected to a single mo-
bile device. In case of an expanded Kibo orchestra,
such a constraint can be easily overcome by employ-
ing a higher number of devices suitably configured to
communicate with a subset of Kibo units. Moreover,
these TUIs can be used as standard MIDI controllers,
thus operating in conjunction with other compatible
hardware equipment.
As the participants admitted to the workshops
were expected to present different types of impair-
ment or distress conditions, the idea was to create
small and homogeneous groups. Participants were
subdivided into teams made of 4 people, in order to
guarantee a number of peers sufficient to foster so-
cial interaction on one side, and let the tutor easily
supervise and guide the experience on the other. The
tutor had background experiences both in music ther-
apy and in digital music technologies.
Participants belonged to 3 categories: 1. young
students aged 12 to 18 with psycho-social support
needs; 2. adults aged 25 to 50 with cognitive and/or
physical impairment; 3. children with special needs
(in particular due to dyslexia, dyspraxia and dyscal-
culia) aged 7 to 10. In total, participants were 20
(12 males, 8 females) and they formed 5 teams: 2
teams (8 participants, 2 females) for the first category,
2 teams (8 participants, 4 females) for the second cat-
egory, and 1 team (4 participants, 2 females) for the
third category.
Each 4-people team attended a complete cycle
made of 4 didactic units; units were administered
once a week and lasted 2 hours each. In this way, any
cycle was completed in the time span of one month.
Table 1 shows the tentative program of each edu-
cational cycle, divided into units and tasks. Depend-
ing on the characteristics of the team (age, type of im-
pairment, previous music knowledge, level of atten-
tion, etc.), some adjustments were made on the fly by
the tutor in order to finely tune the educational activ-
ities. The basic idea was to drive learners along two
parallel growth paths: on one side, improving their
musical skills by gradually introducing new dimen-
sions (rhythm, melody, harmony, timbre); on the other
side, encouraging their interaction aptitudes through
music (listening to the tutor’s performance, playing
alone, playing with the tutor, playing in an ensemble,
playing together and improvising in front of an audi-
ence). Some tasks implied theoretical investigations,
other tasks focused on practical activities.
The adoption of a TUI was fundamental to break
down the initial barriers (physical impairments, lack
of instrumental practice, sense of insecurity or shame)
and let participants be involved in a musical perfor-
mance in a very limited amount of time. It is worth
underlining the importance and the outcome of some
tasks. Task 2.3 implied the ability to translate a se-
quence of musical events (possibly available in Com-
mon Western Notation format) into a sequence of pic-
tograms referring to fiducials. In other words, the
TUI pushed learners to develop soft skills (team work,
problem solving, etc.) and the ability to reason ab-
stractly. Task 3.3 asked participants to perform a mu-
sic piece together by playing different roles: two lead-
ing voices, a rhythmic base and a harmonic accompa-
niment. This task encouraged synchronization abil-
ities, information exchange and peer-to-peer cooper-
ation. Finally, Tasks 4.1 and 4.2 explored the field
of music improvisation, both mixing already available
materials and playing freely under the influence of vi-
sual artworks. In the latter case, the portability of the
system (the Kibo units and the tablet) was a key aspect
to conduct such an experience in a museum with a col-
lection of paintings. Not only the TUI is an enabling
technology for impaired users unable to play a tra-
ditional instrument, but it can also unleash creativity
and support musical expressiveness after a very short
exploration phase.
6 ACHIEVED RESULTS AND
CRITICAL DISCUSSION
6.1 Answering Research Question 1
RQ1 aimed to investigate the applicability of a TUI-
based approach to the acquisition of basic musical
skills in vulnerable learners. This research ques-
tion focused on individual experience, acquisition of
knowledge, and development of music-related skills.
From classroom observations and user feedback,
Kibo proved to be a suitable tool to let users with no
previous knowledge develop “musical intelligence”,
namely abilities in the field of perception and au-
An Ensemble of Tangible User Interfaces to Foster Music Awareness and Interaction in Vulnerable Learners
53
Table 1: The program of the workshop, with details about didactic units and tasks.
Unit Task Description
1 1.1 Presentation of participants and pre-test
1.2 Introduction to Kibo and its features
1.3 Kibo and piano interactive performance
1.4 All participants playing the same rhythmic pattern
2 2.1 Theoretical fundamentals of melody and rhythm
2.2 Playing a short piece as an ensemble
2.3 Writing and reading a simplified score
3 3.1 Theoretical fundamentals of harmony and timbre
3.2 Playing a piece with different musical instruments
3.3 Making music together with a Kibo ensemble
4 4.1 Playing a song mixing Kibos operating modes
4.2 Music improvisation inspired by paintings
tonomous production of music. The results achieved
by all participants, including very young as well as
impaired ones, included the ability to understand the
main dimensions of music (melody, rhythm, har-
mony, timbre), recognize variations in some parame-
ters (e.g., dynamics, tempo, instrumentation), and au-
tonomously reproduce a simple tune. These achieve-
ments have been assessed through instructor’s obser-
vations.
If compared with the pre-workshop situation, the
best results have been obtained by those participants
who presented both physical and cognitive impair-
ments (specifically, the second team of the second cat-
egory). The members of this team had started from a
lower level of knowledge, whereas other participants
had recently studied music at school. Moreover, us-
ing an enabling technology was the only opportunity
for them to make music, and in most cases this work-
shop was their first active musical experience. For
these reasons, their reaction to the use of a TUI was
enthusiastic. Figure 7 shows one of the wheel-chaired
participants.
Another observation is more tightly related to the
specific features of Kibo. The geometric shapes of the
Figure 7: A physically impaired user making music with
Kibo.
fiducials proved to be suitable both to overcome vi-
sual impairments (tangibles were easily recognizable
to the touch and pluggable into the slots) and cogni-
tive ones (sequences of shapes were easy to remem-
ber also in case of memory deficit or inability to read
a score).
6.2 Answering Research Question 2
RQ2 measured the achievement of non-musical re-
sults. One of the goals of the workshop was to em-
phasize a series of soft and transversal skills through
the creation of a shared musical performance. Mak-
ing music together as an ensemble requires the devel-
opment of social skills, encourages cooperative apti-
tudes, promotes the ability of listening to the other
and perform in front of an audience.
For most teams cooperation did not represent
a problem, rather it encouraged the relations and
strengthened the ties inside each group. For the first
team, conversely, playing together was a real chal-
lenge. Let us recall that the members were chil-
dren aged 12 to 14 with a difficult background, com-
ing from a context of social fragility and educational
poverty. The problems encountered with them were
mostly behavioral: respecting the others, listening
without talking over, playing the instruments at the
right time. Luckily, the engagement due to making
music together and the interest towards the playful in-
terface of Kibo let them overcome internal conflicts
and focus on a common goal.
The adoption of a TUI also encouraged problem-
solving and abstraction skills, that are two key aspects
of computational thinking. The problem to solve was
how to reinvent a music score suitable both for people
with no music knowledge and for impaired users. The
solution was to translate music notation into Kibos
symbols (see Figure 8).
CHIRA 2021 - 5th International Conference on Computer-Human Interaction Research and Applications
54
Figure 8: A music sheet for Kibo with fiducial symbols
added by hand.
The cooperation of each team member was funda-
mental to complete Task 3.3. Learners had to form a
small musical ensemble where everyone should play
an important part. The tutor guided the process so as
to promote personal abilities without causing frustra-
tion in participants. Each team was able to apply the
principles of self-regulation, also thanks to the dis-
tinguishing features of the TUI in use. For example, a
blind girl who demonstrated a great, unexpected sense
of rhythm could perform her part using Kibo in Beat
Mode; two young students autonomously decided to
share the leading voice of a piece by playing it in turn
in Instrument Mode; and less skilled users were able
to participate taking benefit from the Song Mode.
More time would have been helpful to consolidate
this work, but all the learners understood the meaning
of working together and contributing actively to the
achievement of a shared purpose.
6.3 Answering Research Question 3
RQ3 focused on the extensibility and reproducibility
of this workshop activity in other contexts, for exam-
ple with different types of participants or a different
time schedule. To answer such a question, some crit-
ical aspects must be highlighted.
A first consideration concerns the choice of the
device. Kibo proved to be a good solution from
many points of view, from technical aspects (e.g.,
easy device connection and communication) to phys-
ical ones (e.g., user-friendliness and robustness). Un-
fortunately, it is not an affordable product. At the mo-
ment of writing, in Italy this device is sold for 900 to
1000e. Building an ensemble of Kibo units, includ-
ing the need to have an Apple mobile device, is not a
low-cost operation. From this point of view, a mixed
approach that includes other traditional or digital in-
struments can help.
Concerning organizational aspects, a team com-
posed by up to 5 participants was a good compro-
mise. Conversely, the presence of a single tutor in the
classroom did not guarantee a fluid conduct of educa-
tional activities. In fact, she had to explain theoretical
concepts, play an instrument, support impaired users
and, sometimes, even solve technical issues simulta-
neously.
The 2-hour lesson length was adequate and gen-
erally appreciated by participants, but the number of
units per cycle should be increased in order to bet-
ter cover the high number of music-related subjects.
For instance, the intriguing relationship between mu-
sic and visual arts was confined to Task 4.2, but it
could become the focus of a whole educational cycle.
Finally, in our experimentation teams were not
formed according to previous musical knowledge but
considering social conditions and impairments. On
one side, this choice facilitated the cooperation be-
tween users sharing similar problems and the conse-
quent fine-tuning of the program, but, on the other
side, it merged in a single team people with differ-
ent expectations. Kibo, as well as many other music-
oriented TUIs, is a facilitator for people with no mu-
sic knowledge, but its limited possibilities can eas-
ily cause boredom and disengagement in more skilled
users.
In conclusion, answering RQ3 requires to take
some critical issues into consideration. The experi-
ence described in this paper represents a pilot study
that will hopefully guide both the authors and the in-
terested readers in better designing future initiatives.
7 CONCLUSIONS
In this paper, we have described the achievements
in terms of increased musical, social, and soft skills
for vulnerable users obtained by organizing ensemble
music sessions with a TUI.
A not surprising result is that a TUI can help solve
the typical issues of accessibility posed by traditional
musical instruments for physically impaired users. In
the experience documented here, most participants
belonging to the second category presented motor im-
pairments, and some of them had also visual impair-
ments. For this kind of users, a TUI is an enabling
technology fundamental to let them experience musi-
cal performance. Many participants had the opportu-
nity to play music for the first time, and they were able
to do it together. From this point of view, the experi-
ence was very positive, and reactions from learners
were enthusiastic.
Moreover, a TUI can bridge the gap between cog-
nitive impairment and a full comprehension and ex-
perience of musical dimensions. In this scenario, the
ability to read and memorize a score is not trivial. Not
only these critical issues were successfully tackled,
but participants were able even to produce new scores,
An Ensemble of Tangible User Interfaces to Foster Music Awareness and Interaction in Vulnerable Learners
55
thanks to a simplified language and a gamifica-
tion approach.
In conclusion, we realized that engagement can
push the limits of users, making them obtain unprece-
dented results. A music-oriented TUI, employed un-
der the guidance of an experienced tutor, can fos-
ter engagement bringing down the initial barriers and
limiting the sense of frustration that often hinders
music creativity and expressiveness in disadvantaged
users.
ACKNOWLEDGEMENTS
This project has been funded by “Bando 57”, a call
promoted by Fondazione di Comunit
`
a di Milano -
Citt
`
a, Sud Ovest, Sud Est e Adda Martesana ONLUS.
The authors wish to acknowledge their project part-
ners: Casa di Redenzione Sociale di Milano (in par-
ticular, Luigi Codemo) and Fondazione Luigi Clerici
di Milano (in particular, Federica Monguzzi). The
authors also thank Cooperativa Sociale Cura e Ri-
abilitazione Onlus for the support offered to impaired
users.
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