CMU HCII · Interactive Structures LabSubmitted to CHI 2027

Feel2Know

From feeling a difference
to understanding why.

A guided learning experience that brings soft and compliant mechanisms off the screen—and into people’s hands.

Feel2Know combines an iPad curriculum with hands-on exploration and construction using deformable blocks
A shared rhythm: read, feel, compare, and build.

My contribution

Designing the learning,
not just the interface.

Curriculum

With Yujia, I co-designed the full curriculum: how concepts are introduced, explored, connected, and applied.

Learning boards

I designed the final learning boards—the iPad screens that guide learners through the activities.

Study analysis

With Yujia, I analyzed the user-study data to understand learning outcomes and how participants approached the tasks.

Team context: Feel2Know combines physical structures and a digital curriculum. The 3D blocks were designed by other team members, not by me.

The design question

Touch makes it tangible.
What makes it learning?

Bending a flexible object reveals resistance and motion immediately. But that sensation alone does not explain which geometric or material property caused it.

Our challenge was to connect physical exploration to a repeatable reasoning process, rather than leave learners with an interesting demonstration.

20 interactive screens · Three concepts

One learning rhythm,
across different mechanisms.

Bending stiffness, degrees of freedom, and material behavior each follow the same four-stage cycle. Here is how it unfolds in the bending-stiffness module.

Define→Explore→Generalize→Apply

Define

Give the sensation a name.

Introduce bending stiffness through familiar examples and a short classification task, establishing vocabulary before physical exploration.

Learning board introducing bending stiffness on an iPad

Explore

Feel a difference. Make a prediction.

Compare hinges that vary in width, thickness, or length while other variables stay fixed. Learners connect what they feel to a graph, then reconsider their answer with feedback.

Learner compares physical hinges and selects a graph on the learning board

Generalize

Turn an observation into a principle.

Bring physical comparisons back to a visual and mathematical explanation: thickness and length affect stiffness differently from width.

Learning boards linking hinge dimensions to the bending stiffness relationship

Apply

Build, test, and revise.

Choose and stack five blocks, thread a cord, and pull to test a target bending sequence. Feedback identifies what needs to change without giving away the exact block to use.

Sequence of selecting, assembling, and testing a cord-driven structure

Learning-board and activity figures from the submitted manuscript. Feedback combines guided explanations and hints; construction-task correctness was marked by a researcher, not automatically sensed.

Refining the experience

Small changes to the boards.
Clearer thinking in the activity.

Sequence

Concept before complexity.

The curriculum introduced degrees of freedom before range of motion, separating what movement is possible from how far something can move.

Feedback

Commit before the answer.

Moving feedback behind a submit action gave learners a moment to make their own judgment before seeing the response.

Transfer

Make the final task connect.

Iterations tightened the relationship between earlier comparisons and the final construction challenge, asking learners to use a principle in a new configuration.

Evaluating the curriculum

The same lesson.
Two ways to experience it.

Thirty adults were randomly assigned to tangible or interactive-simulation conditions, with 15 in each. Both used the same 20-screen curriculum, learning goals, questions, narration, and feedback.

Matched tangible and simulation activities used in the comparative study
Tangible interaction and on-screen simulation, with the instructional structure held consistent.

Mean test score · Out of 10

Both groups learned.
The tangible group gained more.

A 10-item pre/post assessment showed a larger improvement in the tangible condition (group × time interaction, p = .027).

Pre-testPost-test

Tangible

+4.13 points
5.07
9.20

Simulation

+2.87 points
4.80
7.67

Fewer task attempts

Tangible participants completed all four application tasks with fewer attempts, suggesting a more direct path from exploration to revision.

Resistance as evidence

10 of 15 tangible participants described using physical resistance or movement limits to reason about the mechanisms.

Touch still needs context

6 of 15 tangible participants said touch alone was not enough. Diagrams and equations remained important to understanding.

Design takeaway

The screen should help people
notice what their hands discover.

For me, the central design work was connecting an action to a question, a question to an explanation, and an explanation to the next attempt. Physical, visual, and symbolic representations work best as complements—not replacements.

Research source: Feel2Know: Learning Soft and Compliant Mechanisms Through Tangible Interaction, submitted to CHI 2027. Process details are drawn from the team’s project documentation.

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