Rediscovering Puzzles
Abstract
Many pioneers of Artificial Intelligence used puzzles to explore problem-solving models, such as Herbert A. Simon and Allen Newell. Their favorite puzzles include the Tower of Hanoi, which has been adapted in many textbooks in Computer Science. This paper explores extending classic puzzles to a new level for hands-on training, education, and learning. From the human factors point of view, we redesigned the Tower of Hanoi with compactness, mobility, configurability, reliability, and explainability in mind. We explored 3D printing methods with different materials, colors, and 3D models with usability measurements. We predict that physical puzzles can be used by children, college students, and seniors.
Keywords: Puzzle, Tower of Hanoi, Artificial Intelligence, Problem Solving, Training, Learning, Education, Cognitive Science, 3D printing, Usability
DOI: 10.54941/ahfe1006647


AHFE Open Access