Is Less Interface More? Evaluating a Minimal Tangible Interface for Gamified Learning

Authors

DOI:

https://doi.org/10.34190/ecgbl.20.2.5383

Keywords:

Games-Based Learning, Cognitive Load, Tangible User Interface, Calm Technology, Gamification, Design Evaluation

Abstract

Gamified learning tools are typically delivered through rich graphical interfaces on multi-function devices, where points, avatars and animations compete for attention. Games-based learning research has examined which gamification mechanics work, but often treats the interface as a neutral carrier rather than a pedagogical variable. The Attention Support Apparatus (ASA) makes that variable impossible to ignore: a dedicated physical Pomodoro device whose entire user interface is a monochrome E-ink screen, a red status light and a small set of physical controls. This paper asks whether such radical interface minimalism can be defended on pedagogical grounds, and under what conditions. The review deliberately prioritises synthesis-level evidence over isolated primary studies and design conventions. Rather than reporting a new user study, the paper makes two contributions: first, it reviews meta-analyses and systematic reviews located through OpenAlex, Scopus and ERIC on how interface simplicity and complexity affect learning, spanning seductive details, the coherence principle, emotional design, expertise reversal, and tangible-versus-graphical comparisons; second, it distils this evidence into six design principles and uses them to evaluate the ASA interface, distinguishing between what the interface declines to display and what the device cannot do. The evidence supports a conditional claim: removing extraneous elements reliably benefits retention and transfer, and dedicated tangible devices remove a source of task-switching cost, but appealing design can support motivation and imposed simplicity can backfire for learners who experience structure as controlling. The evaluation finds the interface aligned with four of the six principles — one satisfied by the device’s architecture rather than its display — partially aligned on emotional warmth, and weakest on adaptivity to individual differences; it yields an evidence-derived design agenda for the next iteration. The paper argues that “simple is pedagogic” should be reframed as “aligned is pedagogic”, and offers the audit as a reusable method for evaluating any games-based learning interface.

Author Biography

Nick Vasiljevic, Shih Chien University

Nick Vasiljevic is Assistant Professor in the English Taught Program in International Business at Shih Chien University in Taipei, Taiwan. A practitioner-scholar with some 25 years of international experience in technology and innovation, his research examines tangible interfaces, attention support, and analogue constraint in STEAM and design education.

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Published

2026-09-28