24,755 research outputs found

    Building an Argument for the Use of Science Fiction in HCI Education

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    Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio

    Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research

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    This article presents a cognitively oriented viewpoint on design. It focuses on cognitive, dynamic aspects of real design, i.e., the actual cognitive activity implemented by designers during their work on professional design projects. Rather than conceiving de-signing as problem solving - Simon's symbolic information processing (SIP) approach - or as a reflective practice or some other form of situated activity - the situativity (SIT) approach - we consider that, from a cognitive viewpoint, designing is most appropriately characterised as a construction of representations. After a critical discussion of the SIP and SIT approaches to design, we present our view-point. This presentation concerns the evolving nature of representations regarding levels of abstraction and degrees of precision, the function of external representations, and specific qualities of representation in collective design. Designing is described at three levels: the organisation of the activity, its strategies, and its design-representation construction activities (different ways to generate, trans-form, and evaluate representations). Even if we adopt a "generic design" stance, we claim that design can take different forms depending on the nature of the artefact, and we propose some candidates for dimensions that allow a distinction to be made between these forms of design. We discuss the potential specificity of HCI design, and the lack of cognitive design research occupied with the quality of design. We close our discussion of representational structures and activities by an outline of some directions regarding their functional linkages

    A protocol study of novice interaction design behaviour in Botswana: solution-driven interaction design

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    Think aloud studies and protocol analysis are well-known in the field of HCI, but most often these studies focus on usability evaluations, or on the use of technology. Rarely are they used to investigate the behaviour of interaction designers. In this paper, we report on a protocol study with novice interaction designers in Botswana. Participants had just completed the design section of an undergraduate module on Interaction Design that actively promotes a problem-driven approach to the design of interactive products, yet the participants behaved in a way that is closer to a solution-driven approach. The module emphasizes user-centred design, prototyping methods to support design development, and evaluating design detail. Yet participants suggest solutions before exploring the context of use, use prototyping methods to capture, rather than to develop, designs, and do not produce detailed designs. In a problem-solving context, some of these behaviours are typical of novices, but in a design context they are also seen in experienced designers. The results presented here reveal the detail of the approach adopted by these students, and contribute to the wider debate concerning the internationalization of HCI education

    Modelling the relationship between planning, control, perception and execution behaviours in interactive worksystems

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    This paper presents a model of planning carried out by interactive worksystems which attempts: 1. To describe the relationship between planning, control, perception and execution behaviours; 2. To make explicit how these may be distributed across the user and physically separate devices. Such a model, it is argued, is more suitable to support HCI design practice than theories of planning in cognitive science which focus on problem-solving methods and representations. To demonstrate the application of the model to work situations, it is illustrated by examples drawn from an observational study of secretarial office administration

    The Confluence of Interaction Design & Design: from Disciplinary to Transdisciplinary Perspectives

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    In keeping with the conference theme of rigour and the authors’ interest in sustainability and interaction design, we describe the confluence of design-oriented notions of interaction design and HCI-oriented notions of interaction design in terms of understanding the present and making choices about possible futures. We comment on the variety of research modes in this confluence and then take up the issue of how disciplinarity, multidisciplinarity, and interdisciplinarity operate and fail to operate as boundary crossing mechanisms for these research modes. As a complement and extension to disciplinary, multidisciplinary, and interdisciplinary practices, we take up the notion of transdisciplinarity and describe how it informs the possibility of values-rich free boundary crossing between research modes in the service of real world issues, while still preserving rigour. Keywords: Transdisciplinarity; Interaction Design; Design Research; Sustainability; Disciplinarity; Multidisciplinarity; Interdisciplinarity.</p

    Characterizing HCI Research in China: Streams, Methodologies and Future Directions

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    This position paper takes the first step to attempt to present the initial characterization of HCI research in China. We discuss the current streams and methodologies of Chinese HCI research based on two well-known HCI theories: Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with a survey of Chinese publications at CHI 2019, which shows HCI research in China has less attention to Macro-HCI topics and the third paradigms of HCI (Phenomenologically situated Interaction). We then propose future HCI research directions such as paying more attention to Macro-HCI topics and third paradigm of HCI, combining research methodologies from multiple HCI paradigms, including emergent users who have less access to technology, and addressing the cultural dimensions in order to provide better technical solutions and support

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Both Generic Design and Different Forms of Designing

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    This paper defends an augmented cognitively oriented "generic-design hypothesis": There are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (i.e., related to the designers, the artefact, and other task variables influencing these two) introduce specificities in the corresponding design activities and cognitive structures that are used. We thus combine the generic-design hypothesis with that of different "forms" of designing. In this paper, outlining a number of directions that need further elaboration, we propose a series of candidate dimensions underlying such forms of design

    Usability and open source software.

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    Open source communities have successfully developed many pieces of software although most computer users only use proprietary applications. The usability of open source software is often regarded as one reason for this limited distribution. In this paper we review the existing evidence of the usability of open source software and discuss how the characteristics of open-source development influence usability. We describe how existing human-computer interaction techniques can be used to leverage distributed networked communities, of developers and users, to address issues of usability

    Back to the Future: Economic Self-Organisation and Maximum Entropy Prediction

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    This paper shows that signal restoration methodology is appropriate for predicting the equilibrium state of certain economic systems. A formal justification for this is provided by proving the existence of finite improvement paths in object allocation problems under weak assumptions on preferences, linking any initial condition to a Nash equilibrium. Because a finite improvement path is made up of a sequence of systematic best-responses, backwards movement from the equilibrium back to the initial condition can be treated like the realisation of a noise process. This underpins the use of signal restoration to predict the equilibrium from the initial condition, and an illustration is provided through an application of maximum entropy signal restoration to the Schelling model of segregation
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