12 research outputs found
A systematic mapping study of HCI practice research
Humanâcomputer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research
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Evaluating human-centered approaches for geovisualization
Working with two small group of domain experts I evaluate human-centered approaches to application development which are applicable to geovisualization, following an ISO13407 taxonomy that covers context of use, eliciting requirements, and design. These approaches include field studies and contextual analysis of subjects' context; establishing requirements using a template, via a lecture to communicate geovisualization to subjects and by communicating subjects' context to geovisualization experts with a scenario; autoethnography to understand the geovisualization design process; wireframe, paper and digital interactive prototyping with alternative protocols; and a decision making process for prioritising application improvement. I find that the acquisition and use of real user data is key; that a template approach and teaching subjects about visualization tools and interactions both fail to elicit useful requirements for a visualization application. Consulting geovisualization experts with a scenario of user context and samples of user data does yield suggestions for tools and interactions of use to a visualization designer. The complex and composite natures of both visualization and human-centered domains, incorporating learning from both domains, with user context, makes design challenging. Wireframe, paper and digital interactive prototypes mediate between the user and visualization domains successfully, eliciting exploratory behaviour and suggestions to improve prototypes. Paper prototypes are particularly successful at eliciting suggestions and especially novel visualization improvements. Decision-making techniques prove useful for prioritising different possible improvements, although domain subjects select data-related features over more novel alternative and rank these more inconsistently. The research concludes that understanding subject context of use and data is important and occurs throughout the process of engagement with domain experts, and that standard requirements elicitation techniques are unsuccessful for geovisualization. Engagement with subjects at an early stage with simple prototypes incorporating real subject data and moving to successively more complex prototypes holds the best promise for creating successful geovisualization applications
Gay Data
Since its launch in 2009, the geosocial networking service Grindr has become an increasingly mainstream and prominent part of gay culture, both in the United States and globally. Mobile applications like Grindr give users the ability to quickly and easily share information about themselves (in the form of text, numbers, and pictures), and connect with each other in real time on the basis of geographic proximity. I argue that these services constitute an important site for examining how bodies, identities, and communities are translated into data, as well as how data becomes a tool for forming, understanding, and managing personal relationships. Throughout this work, I articulate a model of networked interactivity that conceptualizes self-expression as an act determined by three sometimes overlapping, sometimes conflicting sets of affordances and constraints: (1) technocommercial structures of software and business; (2) cultural and subcultural norms, mores, histories, and standards of acceptable and expected conduct; and (3) sociopolitical tendencies that appear to be (but in fact are not) fixed technocommercial structures. In these discussions, Grindr serves both as a model of processes that apply to social networking more generally, as well as a particular study into how networked interactivity is complicated by the histories and particularities of Western gay culture. Over the course of this dissertation, I suggest ways in which users, policymakers, and developers can productively recognize the liveness, vitality, and durability of personal information in the design, implementation, and use of gay-targeted social networking services. Specifically, I argue that through a focus on (1) open-ended structures of interface design, (2) clear and transparent articulations of service policies, and the rationales behind them, and (3) approaches to user information that promote data sovereignty, designers, developers, and advocates can work to make social networking services, including Grindr, safer and more representative of their users throughout their dataâs lifecycle
Bit Bang 9: Entrepreneurship
This book is the 9th in the Bit Bang series of books produced as multidisciplinary teamwork exercises by doctoral students participating in the course Bit Bang 9: Entrepreneurship at Aalto University during the academic year 2016â2017. Working in teams, the students set out to answer questions related to entrepreneurship and to brainstorm radical scenarios of what the future could hold. This joint publication contains articles produced as teamwork assignments for the course
An Autoethnographic Study of HCI Effort Estimation in Outsourced Software Development
Part 1: Research PapersInternational audienceA fair amount of literature has been published concerning the gaps between HCI and software engineering. However, most of it tends to look at the effects of these gaps rather than their causes. We argue that the use of autoethnographic methods would help us in identifying the root causes of these gaps and can bring us closer to finding potential solutions. In this paper, we focus on issues associated with effort estimation for HCI activities in three projects in three typical engagement models for outsourced software development projects in a mainstream IT company in India, namely Fixed Price model, Mixed model, and Time & Material model. We found that the HCI practitioner needs to negotiate her position with several members of the team, both within the vendor and client organisations. At times, a foot-in-the-door project turns out to be a foot-in-the-mouth project. At other times, it leads to inefficiencies and imbalance of work load. The autoethnographic approach led to reflexive thinking by the HCI practitioner, helping her to develop a deeper understanding of all aspects of a problem, and bringing her closer to potential solutions in some cases. The paper also brings to light several aspects of autoethnography as a method, which can influence effort estimation of HCI activities for future projects
Unmet goals of tracking: within-track heterogeneity of students' expectations for
Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If studentsâ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in studentâs expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality
Knowledge and Management Models for Sustainable Growth
In the last years sustainability has become a topic of global concern and a key issue in the strategic agenda of both business organizations and public authorities and organisations.
Significant changes in business landscape, the emergence of new technology, including social media, the pressure of new social concerns, have called into question established conceptualizations of competitiveness, wealth creation and growth.
New and unaddressed set of issues regarding how private and public organisations manage and invest their resources to create sustainable value have brought to light. In particular the increasing focus on environmental and social themes has suggested new dimensions to be taken into account in the value creation dynamics, both at organisations and communities level.
For companies the need of integrating corporate social and environmental responsibility issues into strategy and daily business operations, pose profound challenges, which, in turn, involve numerous processes and complex decisions influenced by many stakeholders. Facing these challenges calls for the creation, use and exploitation of new knowledge as well as the development of proper management models, approaches and tools aimed to contribute to the development and realization of environmentally and socially sustainable business strategies and practices