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					 Creative Education  2012. Vol.3, No.1, 126-133  Published Online February 2012 in SciRes (http://www.SciRP.org/journal/ce)                         http://dx.doi.org/10.4236/ce.2012.31021   Copyright © 2012 SciR e s .  126  Trees and Nests: A Comparison between Two Hierarchical  Metaphors in Educational Applications  Adi Katz  Department of I nd us trial Engineering and Management, Shamoon College of Engineering, Ashdod, Israel  Email: adis@sce.ac.il    Received December 2nd, 2011; revised January 6th, 2012; accepted   January 17th, 2012  The aim is to determine whether one of two hierarchical metaphors, the tree (parent-child) or the nested  (object-container), is more suitable for designing educational interfaces for children. To cope with this is- sue an experimental educational application was designed with a prototype for each hierarchical metaphor.  The application was evaluated in a laboratory experiment, where children participants interacted with the  prototypes to find answers for questions that require searching for information. Task performance was  measured in terms of effectiveness, efficiency and subjective aspects such as user perception of ease of  use and user preference. The nested (object-container) metaphor was found to be preferred by users and  superior in several objective parameters of performance efficiency, but no significant differences were  found in the perceived ease of use and in the performance effectiveness. Implications for designing edu- cational applications are discussed.    Keywords: Human Computer Interactions; Metaphoric Interfaces; Hierarchical Information Organization;  Educational Applications; Usability; Children Interfaces Design  Introduction  Today, more than ever, children are exposed to computers in  their early years of development and have easy access to com- puters and the Internet. Children use the Internet for school- work, playing games and communicating with each other, and  are typically involved in activities that require searching and  browsing for information (Hutchinson et al., 2006). Creating  interfaces for young children presents particular challenges, and  the designers of such applications must take into consideration  that children are different than adults in the way they think and  learn. An important requirement for an effective learning proc- ess is to foster a positive attitude and affect that nourish moti- vation, arouse curiosity, engage creativity, and turn the brain  into an effective learning organism (Norman, 2004). It is most  important that applications for children are provided with suit- able interfaces that make both their learning process and their  interaction with the applicatio n easy and enjoyable.  A successful user interface paradigm is to design the hu- man-computer interaction based on metaphors already familiar  from real life objects, actions and situations. A metaphoric  system simply replicates the real life objects and portrays them  in the computerized environment, so that the user can intui- tively manipulate objects and work in a familiar manner. A  suitable metaphor enables the user to function effectively in the  new system, and helps overcome cognitive limitations in com- plex tasks (Te’eni et al., 2007). One of the implications of the  cognitive load theory (CLT) in the area of instructional design  is that the layout should be intuitive, so that the mind’s capacity  for processing information will not be overloaded and user  activities will be focused on the concepts to be learned (Sorden,  2005). Instead of learning the system and its features, meta- phorical designs free some of the users’ limited cognitive re- courses so they can be fully engaged and devoted to the data  and the activities at hand. When cognitive resources are unnec- essarily devoted to mental activities such as retrieving from  memory and learning new objects and actions, it may be at the  expense of performance. Metaphors have a particularly impor- tant function in interfaces for young children (Ellis & Blashki,  2001; Gilutz & Black, 2010), are highly preferred by them and  can induce curiosity and pleasure (De Angeli et al., 2006). A  useful metaphor must be suitable for the user population (Katz  & Vaserman, 2009), and therefore, when designing for young  users, the chosen metaphor must be borrowed from their eve- ryday environment or conceptual world.  In order to cope with the overwhelming diversity of objects  and properties in the world, people mentally group objects,  treating them as instances of categories instead of as unique  individuals. Hierarchical organization is one type of a natural  evolution of a classification system in which people notice both  distinctions and similarities among objects, and organize cate- gories into hierarchies in which more specific classes are in- cluded in more general ones (Markman, 1989). In other words,  many natural categories are hierarchically organized into nested  class-inclusion relations, where some classes are super-ordinate  or subordinate to others. For example: organisms/plants/flow-  ers/Composite family/daisies/erbera daisies. Collins and Quil- lian’s (1969) Hierarchical Network Model of semantic memory  states that concepts are stored and represented as nodes within a  hierarchical structure in our long-term memory (LTM), with  meaningful associations between concepts. The “Is A” link is  the most common link in this semantic network model.  Browsing for information is a methodical activity with a spe- cific goal, which requires progressive filtering of results based  on visual scanning and searching. Since hierarchical organiza- tion stems from greater accumulation of knowledge and ex- perience (Markman, 1989), children have a difficulty dealing  with hierarchies when searching and browsing. Children do not  always navigate efficiently between categories, they may not  A. KATZ  think hierarchically, and may have a difficulty understanding  abstract, top-level categories (Hutchinson et al., 2006). Meta- phors may be a useful design paradigm to make it easier for  children to cope with browsing through hierarchical levels of  information. A metaphor based on a hierarchical organization  that children are already familiar with, actually utilizes knowl- edge that has already been accumulated and this, as previously  described, decreases the cognitive overload. Clearly, the chosen  metaphor should also be appropriate for presenting the needed  relationships between categories. For example, an application  teaching organism hierarchies should present “Is-a” relation- ships (A grizzly bear Is-a bear and a bear Is-a land mammal).  A well-known system for organization and management of  files and folders on our computing devices embodies two hier- archical metaphoric-based interfaces; one is the file manager  interface, which reflects the tree metaphor, and the other is the  desktop interface, which is based on a nested object-container  metaphor. The tree metaphor layout that originates from the  very first instantiations of computer desktop environments, has  come out so pervasive that is firmly embedded into our intui- tive ways of dealing with “items”, be it images, videos or gen- erally speaking any type of information that can be defined as  “files” (Villegas, 2006). Users navigate by clicking on little  structural elements (plus and minus symbols) that open and  close various directories.  The nested (object-container) metaphor for hierarchical or- ganization expresses the relationship of “object-within-object”  and allows recursion to be visualized in an intuitively nested  “Russian doll” fashion. The nested Russian doll is widely used  in recursive problem solving and in programming and mathe- matics education to explain recursive models (Schiemenz,  2002). The most obvious example of the nested doll principle in  computers is Microsoft Windows, where “windows” is simply  windows inside windows inside windows.  The current research follows a previous study that compared  the tree and the object-container metaphors in the forms of a  family tree versus a cabinet of drawers—two alternative meta- phoric designs to convey hierarchical learning of material. In  the previous study no superiority of one metaphor over the  other in the design of children’s interfaces was found (Katz and  Vaserman, 2009). Despite these results, we were still certain  that a cabinet metaphor was more suitable for children since it  inherits affordances that are the actions of organizing their be- longings (toys, books, candy, etc.) in their natural environment  at playrooms in their homes and kindergartens. Therefore the  expectation was that this metaphor would be more intuitive and  easy to operate, more usable and more preferable for young  children than the tree metaphor. We believe that the previous  results were obtained due to specific design elements of the  metaphoric interface that caused an unwanted difference in  usability between the tree and the cabinet designs. In addition it  should be noted that the previous research was based on a small  sample of only 10 subjects. In this research we decided to re-  design the metaphors and test our hypotheses on a larger sam- ple of subjects.  Problem Definition and Solution  Young children need encouragement, support and help in  learning about the world and developing cognitively and emo- tionally. Pre-school children are at a very important stage of  development in life, in which they are exposed to activities of    the early learning of reading and writing. At this phase, most  children are constantly involved in confident exploring behav- iors, interacting with their environment in an active way and  expanding their cognitive abilities on the basis of their own  activities. We believe that educational tools such as learning  applications for children should serve as a vehicle to promote  learning, curiosity, exploratory behavior and independence in  the learning process, and serve to flourish their knowledge. In  addition, successive interactions and positive learning experi- ences at this stage in childhood can develop a high level of self  confidence, esteem and efficacy. A sense of self efficacy has a  positive influence on the success of the learning process, be- cause previous successful and positive experiences develop  expectations to succeed in similar tasks (Bandura, 1997). Self  efficacy developing while interacting with an application used  for learning gives children the confidence to continue learning  with the same tool, and motivates them to explore additional  tools and features.  Creating interfaces for young children presents particular  challenges. Children have different cognitive capabilities than  adults; they think and learn differently. The variable of age en-  compasses many critical developmental differences between  childrens’ and adults’ ability to interact with technology, and  their unique characteristics play an important role in creating a  successful user experience for them. This is why usability test- ing techniques should be applied with a user centered design  (UCD) approach, particularly when designing for children to  meet their capabilities, needs and expectations (Gilutz & Black,  2010).  The objectives for this research were to:  1) Design and implement the features of two hierarchical re- cursive metaphor prototypes for a computer program that edu- cates children about animals: the tree and the nested metaphors.  2) Compare the two prototypes by conducting an experiment  with pre-defined searching tasks, using subjective quantitative  measures of the perceived ease of use (perceived usability) and  user preference, as well as objective and quantitative measures  of effective and efficient performance. In addition, gather qua-  litative data by directly observing the child-application interact-  tion.  The Experiment  The two hierarchical metaphors, tree and nested, were tested  in a controlled experiment, in which children interacted with  two metaphoric-based educational systems to answer questions  regarding animals. The systems were aimed at the age group  between four and six since most children at this age range are  still unfamiliar with the file manager (tree) and nested-windows  previously mentioned, and are therefore not influenced by con- ventional tree and nested metaphoric designs. This enabled  testing the suitability of the metaphors without excessive noise.  The metaphor design, tree versus closet, was manipulated to  result in a natural tree design for the tree metaphor and a play- room closet design for the nested metaphor.  The Dependent Variables  The subjects’ performance was observed in terms of efficiency  and effectiveness, user usability perceptions, and preference.  Table 1 presents the variables and how they were measured.  Copyright © 2012 SciRe s . 127  A. KATZ  Table 1.  The dependent varia bles and their measures.  Dependent  variables  Measure  Performance    Effectiveness Overall number of correct answers   Efficiency   Overall task time   Total number of clicks   Total number of false clicks  Perceived ease of use  (usability) “How easy was it to search for answers in the  application?” (4-point Likert scale)  Preference “Which application wo uld you prefer having a t  home: the tree or the closet?”  The Independent and the Control Variables  The independent variable was the metaphoric design of the  interface: tree versus closet. The two designs are described in  detail in Section “Apparatus—Metaphoric Interface Design”.  The controlled variables were the participant, the tasks and  the order of task performance. The participants were thirty kin- dergarten children (twelve girls and eighteen boys), all within  the target age group of four to six years old. The participants  were classified as novice users in terms of Shneiderman’s ge- neric classification of users (Shneiderman, 1987) since they did  not possess significant semantic knowledge of objects and ac- tions in computers such as the hierarchical organization of files  and folders, and lacked the syntactic knowledge of the meta- phoric applications designed for this research. All participants  interacted with both metaphoric educational applications at the  kindergarten.  Each child had to carry out a series of search tasks to enable  answering a set of questions, such as: “what is produced from  tuna fish liver?”, and “how does a gorilla react to threat?” Overall  there were fourteen questions regarding animals, with seven  different tasks for each application. Two different but structur- ally and cognitively similar sets of tasks were created, with cor- responding questions in each application. For example, a ques- tion appearing in the tree metaphor was: “what can be made of  goose-feathers” and the corresponding question in the closet  metaphor was: “what is produced from tuna fish liver”.  In order to avoid possible bias due to the order of exposure of  the subjects to each metaphor, the children were randomly di- vided into two groups of 15 children each, so that one group  interacted with the tree prototype first and continued with the  closet, and the second interacted in the opposite order (hereafter,  Tf and Cf will be used as abbreviations for Tree first and Closet  first, respectively). After having conducted seven search tasks  in the first application, the applications were switched to per- form the additional seven search tasks in the second applica- tion.  Pilot Test  After having implemented the two prototypes to meet the de- sign criteria of the two hierarchical metaphors, both applica- tions were pilot tested on six children as representatives of the  potential users, to obtain feedback regarding the design, to  identify potential usability problems, and to make sure that the  experiment was not too difficult. The pilot participants were  three girls and three boys between the ages 4.5 - 6. Each used  both prototypes where three started with the tree metaphor and  the other three started with the closet metaphor. The pilot was  conducted so as to follow the user centered design (UCD) ap- proach, to ensure the prototypes were compatible with the end-  users’ characteristics , such as cognitive development, cognitive  limitations, preferences and other factors that may have af- fected the understandability and usability of the applications.  The pilot participants’ interaction with the applications was  observed and the design was adjusted accordingly. UCD is  extremely important when designing for children, and is widely  used in the HCI literature in various variations such as coopera- tive inquiry and participatory and informant design (Baek &  Lee, 2003; Druin, 2005; Mazzone et al., 2008). The pilot re- sulted in some improvements in design features that were not  easy or intuitive or caused confusion, and in several experi- mental changes.  Apparatus—Metaphoric Interface Design  The research was conducted in Israel, and therefore the in- terfaces’ language was Hebrew. The two educational programs  were identical in the type and amount of information, in the  hierarchical categorization and levels (with “Is-a” relations be-  tween categories), and in icons and labels representing object  categories.   Figure 1 presents the opening screens of the hierarchical met a- phors: the tree metaphor on the left side, and the closet meta- phor on the right. Figure 2 presents two compatible screens of  the tree and the closet metaphors. The hierarchical classes that  are displayed in both screens represent the following hierarchi- cal levels: Mammals/Land Mammals/Ungulates/Horse; Deer;  Cow; Donkey.  As aforementioned, specific design elements of the metaphoric  interface have caused an unwanted difference in usability be- tween the prototypes in the previous study comparing between  the tree and cabinet metaphors (Katz & Vaserman, 2009). The  main problem was that the cabinet metaphor was inferior in  usability characteristics not directly derived from the metaphor,  such as a relative lack of information regarding the hierarchy in  the visualization of hierarchical organization, and the use of a  confusing navigational aid. Drawing conclusions from that  research, great emphasis was placed on a unified transitioning  between various hierarchical levels in both prototypes. This  goal was accomplished by requiring an equal number of clicks  to move from one level of the hierarchy to another, and design- ing each prototype to manifest the complete hierarchical path  for each choice of the user.      Figure 1.  The opening screens of each metaphoric interface.  Copyright © 2012 SciRe s .  128  A. KATZ  In the tree metaphor (Figure 2(a)), the four main (general)  categories were displayed at the bottom part of the screen,  closest to the tree’s roots, and the highest branch displayed the  most specific (leaf level) categories. This is obviously a natural  way to present a physical tree that has a “bottom-up” develop- ment growing upwards from the roots in the ground. An alter- native metaphoric design that utilizes the tree metaphor is the  family tree (Katz & Vaserman, 2009; Park & Park, 2010), but it  is typically drawn “top-down”, presenting ancestors above their  descendants. Note that both versions of the tree metaphor con- ceptually convey a “top-down” relation, in which categories  start with the most general class, until reaching the lowest level  of elementary subclass. The claim is that while adults distin- guish between “top-down” and “bottom-up” in many areas that  differentiate levels of abstraction, children are not aware of this  “vertical flip” of real-life trees and hierarchical category de- velopment and therefore will find it easier to handle a hierar- chical tree metaphor organizing information in a manner that  imitates the natural growth of trees.  The tree metaphor endows the affordance of following paths  from the root, and from one branch to another. Paths are re- vealed and concealed by unfolding and folding tree branches,  respectively, by clicking on categorical nodes. Clicking on a  node where the continuous branch seems hidden unfolds it  above that node (in other words, expands the tree upwards),  while clicking on an internal node folds the continuous branch  back by hiding it. When clicking on another node, at the same  or at an upper level in the hierarchy, the current node with an  open continuous branch folds back to the level of the clicked  node, and a new continuous branch unfolds at the clicked node.  The reason for folding a branch when the user wishes to unfold  another is to prevent a cognitive load that is likely to occur  when too much and irrelevant information is exposed. We used  navigation aids to highlight the hierarchical path, coloring the  chosen nodes (categories) light blue, while leaving the other  nodes (categories not on the path) in light green, and also by  presenting the branches connecting chosen nodes in sharp col- ors, while the other branches in faded colors.   Following the idea of Katz and Vaserman (2009) of meta- phoric designs for hierarchical organization for children, the  cabinet metaphor used in the previous study was redesigned to  a different variation of an object-container metaphor, which  was named the closet metaphor (Figure 2(b)). The closet meta- phor matches the typical organization of objects (such as books  and toys) in children’s playrooms. While the Katz and Vaser- man (2009) cabinet metaphor strictly followed the recursive  “Russian doll” fashion relations of doll within doll and so forth ,  by a cabinet of drawer within drawer and so forth, the newer  closet metaphor contains different objects at different levels of  the hierarchy, that can be placed one inside the other. The four  main categories (see Figure 2(b)) are displayed as the closet’s  four doors. Opening each door reveals its nested drawers that  contain boxes that contain animal cards representing the most  specific (leaf level) categories. We believe that the current  nested variation of the closet metaphor is more interesting and  fun than the previous, and is a better imitation of a playroom  closet that children are familiar with. Familiarity is an impor- tant design factor that has a strong impact on children: the more  familiar is the interface metaphor, the better the comprehension  achieved (Gilutz & Black, 2010).  In Figure 2, one door—the mammals—is open to reveal two  drawers, land ma mmals and sea mammal s. The land mammals’  drawer is also open to reveal four boxes nested inside it: carni- vores, ungulates, rodents and haplorhini. The ungulates’ box is  open and exposes four cards for the following animals: horse,  deer, cow and donkey. The closet-doors-drawers-boxes-cards  relationships are in a nested “Russian doll” fashion: the biggest  doll opens to reveal the next biggest doll, and so on until the  tiniest doll is revealed, nested in all dolls together. Opening  doors, drawers, and boxes (closed categories) is accomplished  by intuitively clicking on their handles, and closing these ob- jects is accomplished by clicking on them again. Clicking on an  object that is closed (door, drawer or box) opens it and closes  the object that was open so far. For example, in the current path  presented in Figure 2, if one clicks on the sea mammal’s  drawer, it opens to reveal its boxes, and at the same time the  land mammal’s drawer closes. A click on the fish door reveals  its drawers, and causes the mammal door to close. The closet  metaphor endows a set of affordances that are extremely intui- tive for young children: searching and revealing by opening and  closing doors, drawers, and boxes.  In both designs, clicking on last level nodes (leaf level cate- gories) opens an information window displaying an educational  description of animal items, e.g. information about the deer or  donkey. The children were required to access the information  windows relevant to each task, to answer correctly. The number  of levels and categories at each level of the hierarchy is ad- justed according to a recommendation referring to 5 ± 2 catego- ries in children’s applications (Baek & Lee, 2003).      (a)    (b)  Figure 2.  screen shots of two compatible hierarchical paths for the two metaphors.  (a) Tree metaphor ;   (b) Closet metaphor.  Copyright © 2012 SciRe s . 129  A. KATZ  Copyright © 2012 SciRe s .  130  Children need positive reinforcement and praise, which help  them to experiment successfully (Yahaya & Salam, 2009). To  motivate the participants’ involvement and arousal, we used  positive reinforcement in the form of a glass candy jar that is  gradually filled with a different candy for each task. Each time  a child chooses the right question; a candy appears at the upper  side of the screen and slowly falls down into the jar while  playing a funny sound of applause and cries of glee (“correct!”,  “well done!”). Animation and sound effects are positive ele- ments in designing for children (Gilutz & Nielsen, 2007).  Whenever a wrong answer is chosen, a frowning “smiley” ap- pears in an animated entrance with an audio encouraging the  child to try again. Audit output is crucial in interfaces designed  for young children, to over come the lack of a reading ability.  All text (displayed on buttons, information pages, instructions,  etc.) is presented with punctuations as customary in Hebrew  texts designated for young children, and is followed by a hu- man voice that reads the text.  focus on gestures, facial cues and voice intonations. In addition  the “think aloud” technique was used, by encouraging the chil- dren to speak out their thoughts, problems, indecisions and  impressions. The information gathered from these observations  added rich and useful information on the comprehensibility of  the designs and user experience, as later discussed.  Experimental Results  We used T tests for paired (dependent) samples to test per- formance differences between the two prototypes: the tree ver- sus the closet metaphor. The results are presented in Table 2. It  can be seen that there is significant difference in efficiency in  terms of overall task time, total number of false clicks, and total  number of clicks, in favor of the Closet metaphor application;  that is, it took considerably less time to answer the task ques- tions, there were less false clicks and a smaller total number of  clicks when using the Closet application. However, there is no  significant difference in effectiveness in terms of the number of  correct answers. Note that almost all children answered all the  questions correctly with both applications.  Conducting the Experiment  Each of the children participants interacted separately with  both metaphors at a computer station in a quiet room at the  kindergarten, under our supervision. As said, 15 children were  randomly allocated to a group that interacted with the tree ap- plication first and the closet application second, and the other  15 children interacted with the closet application first and the  tree application second. At the beginning of the interaction with  each application, the children received a short tutorial about it,  after which they practiced the use of the application by per- forming two preliminary search tasks prior to the actual ex- periment. The experiment itself was composed of fourteen tasks,  seven in each application. After having conducted seven search  tasks in the first application, the child performed the additional  seven search tasks in the second application.  A Wilcoxon signed ranks test was used to test the difference  in user perceptions of the ease of use of the metaphors (per- ceived usability). The results indicate that there is no statistical  difference in the perception of ease of use between the tree  (Median = 2) and the closet (Median = 1) metaphors (Z =  –0.808, p = 0.419). For both prototypes, most users stated that  it was very easy or easy to use (26 and 28 for the tree and closet  prototypes, respectively) Figure 3 presents user rankings of  ease of use for each metaphor.    0 2 4 6 8 10 12 14 16 18 4- very  ha rd3- hard2- easy1- very ea sy Tr ee Closet   During the experimental phase, the applications’ logs re- corded the dependent variable measures of performance and at  the end of the interaction with each application, a question re- flecting the child’s perceived ease of use of the application  appeared on the screen (“How easy was it to search for answers  in the application?”; the response was recorded on a 4 point  Likert scale). At the end of the experiment, after interacting  with both applications, a question regarding the child's applica- tion preference appeared (“Which application would you prefer  to have at home: the tree or the closet?”).  During the experimental phase qualitative data was gathered  by direct observation of the child-application interaction, with a Figure 3.  Perceived ease of use of each metaphor.   Table 2.  Performance differences between the two interfaces.  Paired diffe rences  Performance Mean Std. D t df Sig. 2-tailed    Tree 11:43 3.11  overall task  time Closet 10:41 2.57 –2.742 29 .010  Tree 12.63 8.12  # of false  clicks Closet 9.13 6.14 –3.249 29 .003  Tree 42.77 9.66  Efficiency  total # of  clicks Closet 39.46 7.77 –2.452 29 .020  Tree 6.60 0.62  Effectiveness total # of  correct answers Closet 6.77 0.50 1.153 29 0.258    A. KATZ    Of 30 children participants, 12 (40%) preferred the tree pro- totype and 18 (60%) preferred the closet. Six children said they  preferred the closet because it was easier to use for finding  information, 7 children said it was more fun to use, 3 said it  was prettier and 5 subjects said they preferred the closet be- cause they had a similar closet at home (some gave more than  one explanation for their choice). Only one child said she pre- ferred the tree because it was easier to use for finding informa- tion, 2 children said it was more fun to use, and 2 said it was  prettier. Two subjects said they preferred the tree metaphor  because they liked trees and nature. These preference explana- tions show that the metaphor evaluations were not only prag- matic but also hedonic in nature. This point is elaborated in the  discussion.  The observations revealed that all children found interest in  both applications, and their visible behavior and verbal expres- sions showed they were positively and happily engaged with  them. There were no signs of discomfort, frustration or dissat- isfaction, on the contrary: the children were highly motivated to  find answers for the questions using both the tree and the closet  metaphors. The conclusion is that both metaphors were com- prehensible and satisfying.  Discussion  We were interested in determining whether one of two hier- archical metaphors, the tree or the closet was more suitable for  the design of children’s interfaces.   The results regarding interface efficiency, i.e., overall time to  perform tasks, number of false clicks, and total number of  clicks, show significant differences in favour of the closet  metaphor interface. The overall task completion time and total  number of clicks are related to Nielsen’s “efficiency” dimen- sion of usability, and the number of false clicks is related to the  “few errors” dimension (1993). Therefore we can conclude that  in efficiency performance parameters (expressing the resources  consumed in the processes of achieving the task), the closet  metaphor is more usable than the tree metaphor. However, in  terms of performance effectiveness (i.e., the success of the task  in terms of the number of correct answers to the questions),  there was no difference between the two metaphoric designs.  Based on the results of T tests for independent samples to  test the differences between the performances of the groups in  the first and second exposure to the prototype, we can conclude  that the order of exposure to the prototypes does not matter.  Referring to the test of user perception of the interfaces’ ease  of use, the results do not show a significant difference: both  metaphorical interfaces were evaluated as easy or very easy to  use. We expected the closet metaphor to be perceived as more  usable for young children than the tree metaphor since it re- sembles the way they organize their belongings in their play- rooms and therefore would be more intuitive. Overall, the re- sults show that both metaphors are perceived usable for kin- dergarten children. Additional data, obtained from observations  of the children while they interacted with the applications,  showed that both metaphors were comprehensible, and there  was no significant difference in the difficulty expressed in the  action of transitioning between hierarchical levels.  The closet metaphor was designed to resemble any closet in  the natural environment of children’s playrooms. Choosing a  metaphor that matches between the system and the real world  of the user population is an important usability heuristic pro- posed by Nielsen (1994). The system should speak the user’s  language, with words and concepts that are familiar to the user,  and should follow real-world conventions, presenting informa- tion in a natural and logical order. Most children have indeed  preferred the closet metaphor. We believe that the current  nested variation of the closet metaphor is more interesting and  fun than the previous cabinet variation (Katz & Vaserman,  2009), and is a better imitation of a playroom closet that chil- dren are familiar with. On the other hand, the tree metaphor  seemed less familiar and was also more monotonous; using the  same objects at each hierarchical level (nodes on paths that are  made of branches). We refer to more heterogeneous design  ideas for the tree metaphor later.  In summary, the results of the  current study show superiority  of the closet metaphor in user preference and in several objec- tive parameters of performance efficiency, but not in the per- ceived usability or in performance effectiveness. Both meta- phoric designs were effective in achieving the users’ goals, and  were similarly perceived as easy to use, but the closet metaphor  stimulated a better user experience, leading the children to pre- fer it over the tree metaphor. User experience (UX) emphasizes  the importance of understanding how the user feels about the  system, in opposed to considering only the mere usability, with  its emphasis on user performance. Although the main focus was  to test the suitability of the metaphors in terms of usability, the  results are in line with the shift from a cognitive and functional  focus on computer applications towards an experiential affec- tive view (Tractinsky et al., 2000; Dillon, 2001; De Angeli et  al., 2002; Hassenzahl, 2003), and show that UX is extremely  important . There are two distinct design objectives in HCI: one  is optimizing user performance and the other is optimizing user  satisfaction in achieving both pragmatic and hedonic goals  (Bevan, 2009). We claim that UX is most essential in systems  designed to foster a positive attitude in the learning process of  young children. De Angeli et al. (2006) found that participants  preferred an interface they evaluated as more engaging and fun,  despite an acknowledged inferior usability. We agree that while  it is indeed important to optimize user performance and to ful- fill the pragmatic goals of the user, it is most important to opti- mize user hedonic goals as well.   Referring to the results that show superiority of the closet  metaphor in efficiency but not in effectiveness, and also the  result of superiority in user preference for the closet, we argue  that while it is indeed important that the user accomplishes the  end goal using a system, namely performance effectiveness (i.e.,  the quality of the task solution), the system should also address  the process, namely performance efficiency (i.e., the resources  consumed in the process of achieving the goal). The effi- ciency-effectiveness distinction is well known and respectively  matches the process-outcome levels of user experience with  technology (see for example Dillon, 2001). Yet, many studies  measure only objective aspects of the process, overlooking the  affective and emotional aspects and more attention should be  given to user choice and preference. Dillon suggests the POA  approach for viewing user experience, which introduces three  levels of user interaction: Process (action), Outcome (result),  and Affect (emotion), which deal respectively with what the  user does, what he attains and how he feels (Dillon, 2001). It is  reasonable to argue that users’ evaluations of the system are  influenced by the process of pursuing their goal, in terms of  Copyright © 2012 SciRe s . 131  A. KATZ  their enjoyment of the task and not only in terms of the time  consumed or the level of task accomplished.   As described, this study  is a follow up to a previous study that  compared the tree and the nested metaphors (Katz &  Vaser man,  2009), but is not an exact replication of the comparison, espe- cially because the sample size, age range and also the meta- phoric designs have changed. Therefore we can not compare  the results of the two researches and claim that one metaphor is  more appropriate than the other for a given age range. A follow  up study will be conducted to compare the current metaphoric  designs of the natural tree versus the closet with children in the  age range of the previous study (ages 7 - 11).   The study was limited to the comparison between two spe- cific metaphoric designs. Although the closet metaphoric de- sign was found to be superior in several important parameters,  one should not conclude from the results that the tree metaphor  is inappropriate. We stress that it is important not only to choose  a good metaphor, but also to properly design its characteristics.  The tree metaphor may be more successful if designed differ- ently, and more creatively, perhaps with special interactive  effects that are playful or humoristic (for example see De An- geli et al., 2006) or in the form of an online game that makes  the learning experience more fun (see Park & Park, 2010). Also,  a tree metaphor that contains different objects at different hier- archy levels (such as branches, leafs, flowers and fruits) or  alternatively having a gradual change of branch thickness (from  the thickest to thinnest branches, imitating a real-world tree  growth) may be more interesting and fun variations of the cur- rent. In addition, the tree metaphor may be more suitable than  the closet for other tasks or for children at ages that we did not  test.  Conclusion  We conclude that applying metaphors that are familiar to  children from their real life environments is a successful user  interface paradigm. We recommend that when designing an in- terface that can exploit alternative metaphoric ideas, one should  test and compare them, by using the user centered design (UCD)  approach to find out which design is better, which characteris- tics and features are more easy and intuitive to use, which are  difficult, and how children react to each metaphor as whole. In  addition, creating artifacts such as user interfaces is a very crea- tive process, and since children are known as very creative,  collaborating with them can inspire and empower adults with  new insights to generate new ideas they would otherwise never  have thought of. Working closely with children that represent  the target audience as design partners in the application devel- opment process from the earliest stage of the design is a good  strategy to create interfaces that are particularly suitable for  them. Involving children in the design process, conducting user  testing techniques that combine objective usability measures  with subjective measures (such as user satisfaction, attitudes,  feelings and preferences) and collecting qualitative data from  observations are highly recommended as ways for optimizing  both pragmatic and hedonic goals of the user.  Acknowledgements  We than k Ofir Marco and R avid Kahalani for their contribu- tions in designing the metaphors, planning of the experimental  tasks, and running the pilot and the laboratory experiment.  REFERENCES  Bandura, A. (1997). Self-efficacy: The exercise of control. New York:  W.H. Freeman.  Baek, J. S., & Lee, K. P. (2003). 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