34,167 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

    Evaluating and Testing User Interfaces for E-Learning System: Blackboard Usability Testing

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    E-learning usability studies require the involvement of real end-users. Different users with varying background of Human Computer Interaction (HCI) knowledge behave differently when using any e-learning tools. To study user behaviour in the e-learning context, an empirical usability study on a specific e-learning tool is conducted. The study is performed by using usability evaluation questionnaires collected from two different groups of real users of the tool; one group with HCI knowledge and the other without HCI knowledge. It is found that end users without HCI knowledge are more satisfied than the end-users with HCI knowledge, as they have more expectations concerning the tool. Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation (e.g., HCI)]: User Interfaces-User-centered design, Evaluation/methodology; H 5.3 [Information Interfaces and Presentation (e.g., HCI)]: Group and Organization Interfaces-Evaluation/methodology, Web-based interaction; K.3.1 [Computers and Education]: Computer Uses in Education-Collaborative learning Keywords: E-learning usability heuristics, Blackboard, e-learning tool, Usability evaluation, HCI

    Evaluating complex digital resources

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    Squires (1999) discussed the gap between HCI (Human Computer Interaction) and the educational computing communities in their very different approaches to evaluating educational software. This paper revisits that issue in the context of evaluating digital resources, focusing on two approaches to evaluation: an HCI and an educational perspective. Squires and Preece's HCI evaluation model is a predictive model ‐ it helps teachers decide whether or not to use educational software ‐ whilst our own concern is in evaluating the use of learning technologies. It is suggested that in part the different approaches of the two communities relate to the different focus that each takes: in HCI the focus is typically on development and hence usability, whilst in education the concern is with the learner and teacher use

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    Developing downloadable TUIs for online pedagogic activities

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    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    Digital touch: towards a novel user-experience design pedagogy

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    HCI and Industrial Design are both disciplines that are currently experiencing radical transformation in terms of their identity and scope. HCI has moved beyond its origins in human factors and cognitive psychology towards the proactive and generative design of experience. Industrial Design has similarly evolved from a concern with physical form and function-giving solutions to the holistic design considerations of the user’s experience. Given the complexity and scale of this shifting design landscape, the response of design education must shift in methods and learning and teaching objectives. This paper provides the Design and Technology Education community with a research case study of innovation within HCI education, here situated within the broader context of Industrial Design education. We present a novel pedagogy for designing digital touch communications, developed through an interdisciplinary collaboration of HCI, Industrial Design, and Social Science academics, and advanced through a coursework assignment for 64 undergraduate Industrial Design and Technology students undertaking a User-Experience Design module at the [AUTHOR] (UK). We discuss the role of low-fidelity experience prototyping of digital touch interactions beyond screens, and the limitations of such an approach when engaged with by novice designers with entrenched material science understanding. We conclude the paper with a call for new educational ‘tools’ to support and scaffold both the learning and teaching of design for digital touch experiences within a User-Experience Design context, and we offer our development of a Designing Digital Touch Toolkit as one such tool

    Educational Technology: The influence of theory

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    In this paper we explore the role of theories in current practice in educational technology. We review a range of writings from the past 30 years on the nature of learning technology research. We discuss influences on learning technologies from the related fields of Artificial Intelligence in Education (AIED) and Human-Computer Interaction (HCI). We identify two groups of theories which have been used. The first group are related to principled decisions about the design of learning materials. The second group influence the ways in which we frame our research on learning. Research in learning technologies in the future will need to draw on both groups of theories. In this paper, we draw on our own experiences as educational technologists and the purpose of the paper is to encourage other educational technologists to join with us in reflecting on their own use of theories

    Human-computer interaction in mobile learning: a review

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    Mobile learning mainly concerns mobility and high-quality education, regardless of location or time. Humancomputer interaction comprises the concepts and methods in which humans interact with computers, including designing, implementing, and evaluating computer systems that are accessible and provide an intuitive user interface. Some studies showed that mobile learning could help overcome multiple limitations and improve learning in educational systems. The study investigates the HCI design challenges, including the guidelines and methods in mobile HCI for education. An existing mobile learning tool was discussed on the current and future design enhancements of Udemy. Next is the further discussion on future mobile learning to provide the possible improvements for learners based on the challenges of mobile HCI in education
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