9,366 research outputs found

    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

    Comparing the cognitive profile of the HCI professional and the HCI educator

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    Previous research into Human-Computer Interaction (HCI) education has focussed mainly on the curriculum, pedagogy and the gap between education, and little is known about the cognitive profile of the HCI practitioner or educator, or how their individual differences impact upon practice in the field or the classroom. This research intends to address this gap by investigating the cognitive style of HCI practitioners, educators, and those with both roles. 315 professionals responded to a global online survey which captured their individual cognitive style using the Allinson and Hayes Cognitive Style Index (CSI) which tests whether the subject tends more towards an intuitivist or analyst, and the Object-Spatial Imagery and Verbal Questionnaire (OSIVQ) which suggests a three dimensional model of cognitive style – object imagers who prefer to construct pictorial images, spatial imagers who prefer schematic representations and verbalizers who prefer to use verbal-analytical tools. Together, these two instruments provide a profile that matches the skills required to work within the field of HCI. The respondents included practitioners in the field (N=179), educators (N=61), and some who were both practitioner and educator (N=75). A one-way between-groups ANOVA and MANOVA was performed to investigate differences in the role of the professional, and the CSI and OSIVQ profiles respectively, followed by the Welch t-test to compare their OSIVQ scores with the published normative values. The ANOVA comparing the CSI scores for each of the groups revealed a statistically significant difference of F(2, 312) = 3.35, p= 0.38 and post-hoc comparisons using the Tukey HSD test indicated that the mean score for the educators was significantly different from that of the ‘both’ group. The practitioners did not differ significantly from either the educators or ‘both’. This may in some part be explained by the fact that very often HCI is taught by an academic with a computer science background rather than an HCI specialist, but further investigation is needed in this area. The MANOVA used the three constructs of the OSIVQ as dependent variables. No significant difference was found between the groups. However, the t-tests comparing the professional against the normative data revealed that whilst there was no significant difference between the object imager score of the HCI professional and the scientist, there was a difference between the spatial imager score of the HCI professional and the visual artist, perhaps again reflecting the computer science background of many professionals. 24 survey respondents have been interviewed and the resulting data will form the basis of a thematic analysis to extend the cognitive profile, and to identify the predominant technological frames of operation. Applying this concept of technological frames to the domain of HCI, will help to make sense of the adoption and application of knowledge, tools and techniques amongst this community. In order for the curriculum to meet the needs of the market, the educator needs to understand the practitioner in order to produce graduates equipped for the role. Finally, as HCI is delivered in a multidisciplinary environment, should it not also be taught by a multidisciplinary team

    Teaching psychology to computing students

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    The aim of this paper is twofold. The first aim is to discuss some observations gained from teaching Psychology to Computing students, highlighting both the wide range of areas where Psychology is relevant to Computing education and the topics that are relevant at different stages of students’ education. The second aim is to consider findings from research investigating the characteristics of Computing and Psychology students. It is proposed that this information could be considered in the design and use of Psychology materials for Computing students. The format for the paper is as follows. Section one will illustrate the many links between the disciplines of Psychology & Computing; highlighting these links helps to answer the question that many Computing students ask, what can Psychology offer to Computing? Section two will then review some of the ways that I have been involved in teaching Psychology to Computing students, from A/AS level to undergraduate and postgraduate level. Section three will compare the profiles of Computing and Psychology students (e.g. on age, gender and motivation to study), to highlight how an understanding of these factors can be used to adapt Psychology teaching materials for Computing students. The conclusions which cover some practical suggestions are presented in section four

    A HCI principles based framework to assess the user perception of web based Virtual Research Environments. Special issue on Capacity building for post disaster infrastructure development and management

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    Due to various challenges and opportunities such as globalisation of research agenda and advancements in information and communication technologies, research collaborations (both international and national) have become popular during the last decade more than ever before. Within this context, the concept of Virtual Research environments(VRE) is an emerging concept looking at addressing the complex challenges associated with conducting collaborative research. Even though concept of VRE is at its infancy, it is important to assess user perception about those, both to establish its success of uptake and future development strategies. However, to date, there is no formal method established to evaluate VREs .This paper reports a strategy adopted within an international collaborative research project (EURASIA) to evaluate its custom built VRE, VEBER, using the well known Computer Human Interaction principles

    Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies

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    This paper looks specifically at how to develop light weight methods of evaluating pedagogically motivated software. Whilst we value traditional usability testing methods this paper will look at how Heuristic Evaluation can be used as both a driving force of Software Engineering Iterative Refinement and end of project Evaluation. We present three case studies in the area of Pedagogical Software and show how we have used this technique in a variety of ways. The paper presents results and reflections on what we have learned. We conclude with a discussion on how this technique might inform on the latest developments on delivery of distance learning. © 2014 Springer International Publishing

    Understanding Engagement within the Context of a Safety Critical Game

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    One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term ‘serious’ does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safety critical training setting can have serious ethical implications, leading to significant real-world impacts. However, evaluations of safety-critical games (SCGs) rarely provide an in-depth consideration of player experience. Thus, in relation to simulation game-based training, we are left without a clear understanding of what sort of experience players are having, what factors influence their engagement and how their engagement relates to learning. In order to address these issues, this paper reports on the mixed-method evaluation of a SCG that was developed to support police training. The findings indicate that engagement is supported by the experience situational relevance, due to the player’s experience of real-world authenticity, targeted feedback mechanisms and learning challenges
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