18,844 research outputs found

    Metamorphosis: Transforming Non-designers into Designers

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    In this paper we make the case that there is today a growing number of educational settings experiencing challenges when it comes to transforming non-designers into designers, and in particular, interaction designers. We see this development as a consequence of an increased awareness and recognition of what broadly could be labeled as a design perspective. We examine the transformational process, the metamorphosis, by which non-designer students become interaction designers. We identify and describe the barriers that make it difficult for the students to move through this transformational process. We also propose some pedagogical approaches that can reduce the barriers and improve the possibility for the transformation to occur. The approach that we have developed and describe consists of three parts. Based on a fundamental understanding of the nature of design, we have developed (i) a tentative transformational model of how non-designers become interaction designers; (ii) a special kind of conceptual framework used to support students in the transformational process; and (iii) design assignments based on real-world design problems. We end the paper with two conclusions. First we argue that there is a challenge in transforming non-designers into designers, but that it is possible if the educational effort is based on an understanding of design and on the transformational process with its barriers. Finally we argue that the experience of trying to turn non-designers into interaction designers is in itself a valuable research approach. Dealing with non-designer students reveals deep insights about the nature of the design process and makes it possible to better formulate what constitutes a designerly approach. Keywords Design, Design education, Pedagogy, HCI</p

    Fifty shades of CHI: the perverse and humiliating human-computer relationship

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    This paper presents a critical lens on the nature of the relationship between people and contemporary technology. Specifically, the form and language of erotic BDSM romance fiction, a genre that deals specifically with the nature of power in relationships, and which has proved extremely popular recently, are used as a means for provoking reflection on the nature of power in the human-computer relationship. Three sexually explicit scenarios are presented, in which technology is portrayed in a dominant and controlling role, highlighting the often subservient and apologetic nature of human interaction with technology. We suggest that readers offended by graphic and explicit descriptions of sexual behaviour do not read further than this abstract

    Tea: A High-level Language and Runtime System for Automating Statistical Analysis

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    Though statistical analyses are centered on research questions and hypotheses, current statistical analysis tools are not. Users must first translate their hypotheses into specific statistical tests and then perform API calls with functions and parameters. To do so accurately requires that users have statistical expertise. To lower this barrier to valid, replicable statistical analysis, we introduce Tea, a high-level declarative language and runtime system. In Tea, users express their study design, any parametric assumptions, and their hypotheses. Tea compiles these high-level specifications into a constraint satisfaction problem that determines the set of valid statistical tests, and then executes them to test the hypothesis. We evaluate Tea using a suite of statistical analyses drawn from popular tutorials. We show that Tea generally matches the choices of experts while automatically switching to non-parametric tests when parametric assumptions are not met. We simulate the effect of mistakes made by non-expert users and show that Tea automatically avoids both false negatives and false positives that could be produced by the application of incorrect statistical tests.Comment: 11 page

    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

    A Load of Cobbler’s Children: Beyond the Model Designing Processor

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    HCI has developed rich understandings of people at work and at play with technology: most people that is, except designers, who remain locked in the information processing paradigm of first wave HCI. Design methods are validated as if they were computer programs, expected to produce the same results on a range of architectures and hardware. Unfortunately, designers are people, and thus interfere substantially (generally to good effects) with the ‘code’ of design methods. We need to rethink the evaluation and design of design and evaluation methods in HCI. A logocentric proposal based on resource function vocabularies is presented

    Methodological development

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    Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research

    Challenges of evaluating the information visualization experience

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    Information Visualisation (InfoVis) is defined as an interactive visual representation of abstract data. We view the user’s interaction with InfoVis tools as an experience which is made up of a set of highly demanding cognitive activities. These activities assist users in making sense and gaining knowledge of the represented domain. Usability studies that involve a task-based analysis and usability questionnaires are not enough to capture such an experience. This paper discusses the challenges involved when it comes to evaluating InfoVis tools by giving an overview of the activities involved in an InfoVis experience and demonstrating how they affect the visualisation process. The argument in this paper is based on our experiences in designing, building and evaluating an academic literature visualisation tool

    InternalBlue - Bluetooth Binary Patching and Experimentation Framework

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    Bluetooth is one of the most established technologies for short range digital wireless data transmission. With the advent of wearables and the Internet of Things (IoT), Bluetooth has again gained importance, which makes security research and protocol optimizations imperative. Surprisingly, there is a lack of openly available tools and experimental platforms to scrutinize Bluetooth. In particular, system aspects and close to hardware protocol layers are mostly uncovered. We reverse engineer multiple Broadcom Bluetooth chipsets that are widespread in off-the-shelf devices. Thus, we offer deep insights into the internal architecture of a popular commercial family of Bluetooth controllers used in smartphones, wearables, and IoT platforms. Reverse engineered functions can then be altered with our InternalBlue Python framework---outperforming evaluation kits, which are limited to documented and vendor-defined functions. The modified Bluetooth stack remains fully functional and high-performance. Hence, it provides a portable low-cost research platform. InternalBlue is a versatile framework and we demonstrate its abilities by implementing tests and demos for known Bluetooth vulnerabilities. Moreover, we discover a novel critical security issue affecting a large selection of Broadcom chipsets that allows executing code within the attacked Bluetooth firmware. We further show how to use our framework to fix bugs in chipsets out of vendor support and how to add new security features to Bluetooth firmware

    Music interaction research in HCI

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    The ubiquity of music consumption is overarching. Statistics for digital music sales, streaming video videos, computer games, and illegal sharing all speak of a huge interest. At the same, an incredible amount of data about every day interactions (sales and use) with music is accumulating through new cloud services. However, there is an amazing lack of public knowledge about everyday music interaction. This panel discusses the state of music interaction as a part of digital media research. We consider why music interaction research has become so marginal in HCI and discuss how to revive it. Our two discussion themes are: orientation towards design vs. research in music related R&D, and the question if and how private, big data on music interactions could enlighten our understanding of ubiquitous media culture
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