God (Deity) Collector V.2 // Tokens

Token Version


This version of the interface involves using tokens. The user can be able to place the token that represents an element or belief over a sensitive area that represents the culture. When area/section and element token are combined, the interface produces the result by representing the deity.

This interface I hope to be able to implement it as a table-top version which I hope will produce a more responsive reaction. The visuals are not final but the main concept is very close to what the final output will be.

The God Collector (V.3) // Disc Version

Disc Version


This version of the interface allows the user to explore the various combinations of Element and Culture by utilising a disc. The disc has been build by using paper and by assembling it with glue and a staple.

By utilising markers that are visually appealing to the user, the interface may become more engaging. By exploring with a disc, it might bring interesting results to the HCI analysis.

Suggested Method for Testing

Suggested Method

This is the comparative analysis method for the three TUIs for the ‘God Collector’.

The experiment involves three interfaces where the children can be able to explore the different gods from different cultures. This study focuses on the children’s engagement and retention with the information. By exploring different TUI methods, the children will be able to provide different reactions with the information linking provided. The three interfaces [1] Dice, [2] Token and [3] Disk will allow to produce different cognitive processes from the users. Not only the cognitive and HCI analysis will be relevant but also the post-interactive process. A secondary group may be created to study their relation with the printed characters.

Proposed method

Proposed activity questions:

As part of the study, it is necessary to evidence not only the interaction but how does that process takes place. The children need to create a visual relation to what the tool or icons aim to represent and how do they relate to other sets of information. These are the proposed areas to identify:

  • Iconographic understanding of the main elements (cultures and elements)
  • Ease of tool use
  • Capacity to relate culture and geography (country)
  • Retention of information
    • Comparison of cultures

God Collector – Dice Version (Test 1)

God Collector – Dice Version

This video presents the first test of the God Collector interface. There are two cubes: one representing a specific culture meanwhile the other represents a belief or an element.

By combining both cubes, the interface reacts and presents the location of the culture and the iconic representation of that specific God.

The God Collector

The God Collector. A tangible user interface for children.

Different cultures have embodied their fears of the unknown into supernatural beings. As a result different cultures have devoted themselves to worship these depictions of the unknown. Through time and space these elements tend to repeat themselves with different names and iconography. By understanding how different cultures have represented these elements, we can be able to understand better our own culture.

Based on these representations, there is an immense legacy of material culture distributed through various museums around the world. By understanding these representations, we can get familiarised with the various archaeological artefacts presented in museums.

I will start then, by presenting a list of different cultures and their respective depiction of such elements.

This is a starting point for selecting different characters for the didactic interface to be implemented.

TUI 01. Dice Version

God Collector die version

For this version the TUI utilises a two dice, one represents the elements and the second the culture. The uses can be able to mix both together and retrieve the desired god. The interface can display on a screen a map where the god will be visualised on top of the country where the culture belongs to. Once the character is visualised, the user can be able to print the PaperCraft model of the character.

TUI 02. Token Version

TUI token version

This version of the interface, the user can be able to explore the various elements/representations, by using tokens. These tokens can be placen on a physical map. This map may by also presented as a table-top system where the tokens can react. This may affect portability and acces so further research is required. Once the token is placed on the desired country, the interface reacts and displays on a secondary screen (unless using a table-top system). For this experiment, only the three selected countries will be highlighted. The displayed god then provides the opportunity to print the PaperCraft model of the character.

TUI 03. The Disc

Disc spinner for the God Collector

This interface can be presented along with a display where the results will be visualised. The disc will enable to see the markers that will make the interface react. The different rings will present the various elements required to display the desired character. One ring will represent the element or representation, another the culture and a third tentative ring can represent the gender of the character. On the center another AR marker can be utilised to display a 3D model of the result. Once the desired display is rendered, the user can be able to print the PaperCraft model.

Further implementation

There is still a post-print process where the user can be able to start organising the various built PaperCraft model. The template containing the model will be able to provide extra information like:

  • Name
  • Culture
  • Representation
  • Museum where related artefacts can be found
  • Relation to other gods or cultures


This entry focuses mainly on the proposed TUI/HCI methods to interact with the interface.

More concepts…

The God Collector

Every culture has labeled many natural forces as a divine character. Through time and space, these patterns repeat. It is through the visual representation that these beliefs differ from each other.

This activity will help the user first of all to understand that different cultures had different hegemonic values and had different relations with the population. The visual attributes can be highlighted to focus on its meaning, for example the ‘glasses’ of Tlaloc (Mesoamerica) or the ‘green skin’ of Asar (Egypt). By allowing the child to experiment building and creating gods, he or she can start to familiarise with them.


The God Builder (TUI)

This activity can start with a map where the user is provided with tokens that represent the different elements or idea to represent. Those tokens can be placed on a map where the location can be detected. By now linking representation and location, the ‘God’ from that specific culture will be presented as a PaperCraft toy that the user can build and start collecting. The collection arrangement can be assigned according to the user’s preferences.