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Research methods for HCI, HCC

Judy Kay CHAI: Computer Human Adapted Interaction School of Information Technologies. Research methods for HCI, HCC. Overview. What is HCI? What is HCC? What is the hallmark of excellence in HCI/HCC research? Research methods Case studies. What is HCI? HCC? definition – research methods.

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Research methods for HCI, HCC

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  1. Judy Kay CHAI: Computer Human Adapted Interaction School of Information Technologies Research methods for HCI, HCC

  2. Overview What is HCI? What is HCC? What is the hallmark of excellence in HCI/HCC research? Research methods Case studies

  3. What is HCI? HCC? definition – research methods

  4. HCI is.... 1. Creating and studying new hardware and software architectures for building human-computer interfaces 2. Creating and studying new interactive techniques, metaphors and evaluation 3. Studying processes and techniques for designing human-computer interfaces 4. Studying users and groups of users to understand their needs http://tochi.acm.org/charter.shtml

  5. HCI, HCC venues Journals TOCHI, IJHCS, HCI, ... Conferences CHI, INTERACT others, such as Pervasive, Ubicomp Regional eg OzCHI, Australian UIC Workshops

  6. Hardware and software architectures User Interface Management Systems - Models for specifying interactive dialogs. Algorithms for generating or interpreting user interface control from such descriptions. http://tochi.acm.org/charter.shtml

  7. Hardware and software architectures • Windowing Systems - Software architectures for managing the interactive workspace and the allocation of interactive resources such as screen space, interactive devices. This also includes architectures for integrated usage of multiple workstations by multiple users. http://tochi.acm.org/charter.shtml

  8. Hardware and software architectures Interface Software Tools - for interactively designing user-based systems: including screen layout algorithms, design assistance tools and interface testing models and tools.

  9. Hardware and software architectures • Interactive Devices - New hardware for accepting user input and displaying information. Examples of such are 3D input devices, head mounted displays, eye tracking devices, new keyboard designs etc.

  10. Hardware and software architectures • Interface Aspects of Multimedia - Integration of sound, video, animation and other interactive media into the user environment.

  11. Interactive Techniques, Metaphors and Evaluation Interactive Techniques - New ways to express inputs. eg new ways to express searches, new menu models and techniques which exploit new input devices.

  12. Interactive Techniques, Metaphors and Evaluation • Workspace Models - New ways to organize work. New models for end users to customize their interfaces. New metaphors which make interactive processes concrete for their users.

  13. Interactive Techniques, Metaphors and Evaluation Data Presentation - Models for mapping data into pictures. Models for editing data by interactively manipulating the visual presentation. Algorithms for visual layout including graph layout algorithms and picture prettification algorithms.

  14. Interactive Techniques, Metaphors and Evaluation • Tutorial and Help Systems - Studies of how help and instruction should be delivered. Techniques for integrating help and instruction into user interface support software.

  15. Interactive Techniques, Metaphors and Evaluation Experimental and Empirical Studies - This includes laboratoryexperiments and fieldstudies. Also included are case studies evaluating user interfaces, interaction techniques, tools, and methods. Empirical Studies of Programmers

  16. User Interface Design Processes Analysis and Evaluation Techniques - Methods for analyzing and evaluating the effectiveness of designs and implemented systems. New software tools for interface evaluations. Predictive models of user performance with an interface. Tools and methods for evaluating alternative designs.

  17. User Interface Design Processes • Design Processes - Explorations of the design process, techniques for capturing designs, and methodologies for producing good interface designs. Models for integrating design tools with implementation and evaluation tools.

  18. Users and Groups of Users Universal Access - Techniques, devices, models which facilitate access to and use of computers by people with special needs.

  19. Users and Groups of Users Group Work - Explorations of people using computers to work together, and systems for enhancing group work. Software and hardware architectures which support simultaneous group work.

  20. Users and Groups of Users • Organizational Context - Understanding how user interface design and implementation fits into the organizations that use and develop interfaces.

  21. Users and Groups of Users Application-Specific Designs - Interfaces for specific application areas in which the domain places significant constraints on the design or implementation of interfaces. This would exclude application areas explicitly covered by other transactions.

  22. Halmarks of excellence

  23. Hallmark of excellence in HCI/HCC Addresses important problems for people everyday activities for typical people special situations, people safety critical contexts when using technology Solid validation building on existing theories studies comparisons

  24. …. appropriate research methods

  25. HCI is.... 1. Creating and studying new hardware and software architectures for building human-computer interfaces 2. Creating and studying new interactive techniques, metaphors and evaluation 3. Studying processes and techniques for designing human-computer interfaces 4. Studying users and groups of users to understand their needs http://tochi.acm.org/charter.shtml

  26. Research methods - familiar Classic computer science Design Methodologies Theories evaluations Scalability Accuracy Effectiveness…

  27. Research methods – new for HCI Theories eg Fitt's Law, Norman's interaction model.... Design principles User studies to determine needs eg. interviews, grounded analysis Evaluations with users techniques that do not require users statistical methods

  28. Case studies

  29. Case study 1 – tabletop interaction

  30. Novel Interfaces: tabletop

  31. Case study: tabletop interaction Design of new interaction New technology Comparing two classes of interaction Theoretical Analytic

  32. Case Study 1: T. Apted, J. Kay, and A. Quigley. Tabletop sharing of digital photographs for the elderly. In CHI '06: Conference on Human Factors in Computing Systems, pages 781-790, New York, NY, USA, 2006. ACM Press. Goals: Design of new way to interact Challenging new software creation Validation: Theoretical analysis User study, two populations

  33. Tabletop interaction – design issues Tables as social places Interaction without keyboard or mouse Usable by all Interaction design to support co-located collaboration and social interaction

  34. Evaluation of design: analytic Identify design drivers Identify suitable guidelines for design Analyse design according to these Value for future researchers, designers Demonstrates validity in terms of established guidelines which, in turn, are based on research

  35. Evaluation of design: user studies Design of user study Hypotheses and goals Participants Tasks Ethics clearance * aside for Hons Trial the study Actual study Analysis of results Qualitative v quantitative

  36. Case study 2 – tabletop file system

  37. Case study – file system interaction Design issues tabletop file system interaction beyond hierarchies collaboration across different people's file systems very limited interaction

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