"Ah! he wants to win!": Social responses to playing Tic-Tac-Toe
against a physical drawing robot
Avital Dell’Ariccia
Technion Israel Institute of Technology
Haifa, Israel
Alexandra Bremers
Cornell Tech
New York, NY, USA
Wen-Ying Lee
Cornell University
Ithaca, NY, USA
Wendy Ju
Cornell Tech
New York, NY, USA
ABSTRACT
We present an exploratory human participant study (N=3) examin-
ing how people interact with a pen-plotting robot that interactively
plays Tic-Tac-Toe on a shared physical sheet of paper. Each par-
ticipant played a round of Tic-Tac-Toe against the robot, while
we observed. We particularly focused our observations on the par-
ticipants’ physical and social behaviors during game interaction,
as well as in-moment reactions from the participants. Following
each game, we performed semi-structured qualitative interviews to
understand the user’s experience interacting with the robot. Our
questions were designed to elicit comparisons of their experience
with less tangible interactions that players might have with a com-
puter or phone-based app, as well as more traditional interactions
that players might have with other people. We found that partici-
pants directly addressed the robot by talking to it during play and
openly expressed competitiveness against the robot. Furthermore,
participants displayed careful movements around the robot and
attentively observed its behaviors. Based on these initial insights
from our exploratory study, we are planning future experiments to
investigate the efect that the mutuality of the physical Tic-Tac-Toe
interaction has on social responses to the robot to understand what
this implies for embodied and tangible interaction design.
CCS CONCEPTS
· Human-centered computing → Empirical studies in inter-
action design;· Hardware → Tactile and hand-based interfaces.
KEYWORDS
pen plotter, drawing game, paper interface, human-robot interac-
tion, computer vision
ACM Reference Format:
Avital Dell’Ariccia, Alexandra Bremers, Wen-Ying Lee, and Wendy Ju. 2022.
"Ah! he wants to win!": Social responses to playing Tic-Tac-Toe against a
physical drawing robot. In Sixteenth International Conference on Tangible,
Embedded, and Embodied Interaction (TEI ’22), February 13–16, 2022, Daejeon,
Republic of Korea. ACM, New York, NY, USA, 6 pages. https://doi.org/10.
1145/3490149.3505571
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on the frst page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
TEI ’22, February 13–16, 2022, Daejeon, Republic of Korea
© 2022 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-9147-4/22/02.
https://doi.org/10.1145/3490149.3505571
1 INTRODUCTION
Tic-Tac-Toe is usually played with friends and family as a way to
pass time together. The game is short, and inconsequential. It is
easy to initiate a game spontaneously, since nothing more than a
pen and a scrap of paper is required. Even though it is a compet-
itive game, there are also elements of sociability to the practice:
cooperation is required for turn-taking, there are feelings of mu-
tuality that come from marking the same shared paper, the board
design is symmetrical, so that anyone looking at the board from
any perspective would have the same sense of the game state. It
is enjoyable enough that people often play several rounds of the
game, even though the strategy is not very deep or complex.
We believe that some part of the social enjoyment of playing Tic-
Tac-Toe comes from the physical co-presence and shared physical
action with the žopponentž, and that such feelings would be present
even if we were not playing against another human player [11].
This intuition speaks to the broader question of the benefts of
physical robots and tangible interfaces in general.
To understand these issues better, we built a Tic-Tac-Toe playing
plotter. Our system uses a camera and computer vision to detect
where someone has played on the board, and has the user press a
drawn łbuttonž to signal the end of their turn. The system phys-
ically places a mark on paper by holding and moving a pen. We
used this platform in an exploratory study with three participants
(N=3). We describe our observations from these games, and re-
port responses from the semi-structured interviews that followed
the human-robot interaction. The fndings from this system and
study indicate that the mutuality of physically co-present robots
and tangible interaction evokes social responses despite the lack of
anthropomorphic form of the pen-plotter robot.
2 BACKGROUND
2.1 Tic-Tac-Toe with robots
Playing Tic-Tac-Toe is widely used as a dummy task for devel-
oping robotic systems, because of its simplicity, universality, and
association with fundamental aspects of engineering. For exam-
ple, Vuittonet and Gray looked into Tic-Tac-LEGO to investigate
coordinated robotic control [21]. Advanced kinematic models and
interaction mechanisms have also been developed and tested un-
der the scenarios of playing Tic-Tac-Toe with the Nao humanoid
robot [4, 12, 18]. Less research has taken advantage of this simple
game to study interaction, despite the game touching on essential