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INTERACTION DESIGN HCI 201 (INTERFACES (Other Interfaces: (Haptic…
INTERACTION DESIGN
HCI 201
INTERFACES
Graphical
Windows
Design
Windows were invented to overcome the physical constraints of a computer display : They enable more information to be viewed and tasks to be performed
Scroll bars within windows enable more information to be viewed
Multiple windows can make it difficult to find desired one : Listing, tabbing, and thumbnails are techniques that can help
Pointing device (Obviously)
Menus
Research and design considerations
Window management: Enables users to move fluidly between different windows (and monitors)
How to switch attention between windows without getting distracted
Design principles of spacing, grouping, and simplicity should be used
Which terms to use for menu options (for example, “front” versus “bring to front”
Mega menus easier to navigate than drop-down ones
Menu Styles
Flat list:
Good for showing large number of options at the same time when display is small
Drop down
: Shows more options on same screen (for example, cascading)
Pop-up:
When pressed, command key for relevant options
Contextual:
Provides access to often-used commands associated with a particular item
Collapsible:
Toggles between + and − icons on a header to expand or contract its contents
Mega:
All options shown using 2D drop-down layout
Icons
Icon design
Icons are assumed to be easier to learn and remember than commands
Icons can be designed to be compact and variably positioned on a screen
Now pervasive in every interface
Research and design considerations
There is a wealth of resources for creating icons
Text labels can be used alongside icons to help identification for small icon sets
For large icon sets (for instance, photo editing or word processing) can use the hover function
Command
Overview
Commands such as abbreviations (for instance, ls) typed in at the prompt to which the system responds (for example, by listing current files). Some are hard wired at keyboard, while others can be assigned to keys
Efficient, precise, and fast
Large overhead to learning set of commands
Research and design considerations
Form, name types and structure are key research questions
Consistency is most important design principle
Command interfaces popular for web scripting
Multimedia
OverView
Combines different media within a single interface with various forms of interactivity
Users click on links in an image or text
Can provide better ways of presenting information than a single media can
Pros and cons
Facilitates rapid access to multiple representations of information
Can provide better ways of presenting information than can any media alone
Can enable easier learning, better understanding, more engagement, and more pleasure
Can encourage users to explore different parts of a game or story
Tendency to play video clips and animations while skimming through accompanying text or diagrams
Research and design considerations
How to design multimedia to help users explore, keep track of, and integrate the multiple representations
Multimedia good for supporting certain activities, such as browsing, but less optimal for reading at length
Virtual reality
Provide new kinds of experience, enabling users to interact with objects and navigate in 3D space
Create highly-engaging user experiences
Pros and cons
Can have a higher level of fidelity with objects that they represent compared to multimedia
Induces a sense of presence where someone is totally engrossed by the experience
Provides different viewpoints: first and third person
Early head-mounted displays were uncomfortable to wear and could cause motion sickness and disorientation
Lighter VR headsets are now available (for example, HTC Vive) with more accurate head tracking
Research and design considerations
Much research on how to design safe and realistic VRs to facilitate training:
Help people overcome phobias (for example, spiders or talking in public)
Design issues
How best to navigate through them (for instance, first versus third person)
How to control interactions and movements (for example, by using head and body movements)
How best to interact with information (for instance by using keypads, pointing, and joystick buttons)
Level of realism to aim for to engender a sense of presence
Website design
Overview
Early websites were largely text-based, providing hyperlinks
Concern was with how best to structure information to enable users to navigate and access them easily and quickly
Nowadays, more emphasis is on making pages distinctive, striking, and aesthetically pleasing
Need to think of how to design information for multiple platforms—keyboard or touch
Usability versus aesthetics
Ease of finding something versus aesthetic and enjoyable experience
Web designers are: “thinking great literature”
Users read the web like a: “billboard going by at 60 miles an hour” (Krug, 2014)
Need to determine how to brand a web page to catch and keep ‘eyeballs
Research and design considerations
Many books and guidelines on website design
Veen’s (2001) three core questions to consider when designing any website:
Where can I go?
Where am I?
What’s here?
Mobile interfaces
OverView
Handheld devices intended to be used while on the move
Have become pervasive, increasingly used in all aspects of everyday and working life
Larger-sized tablets used in mobile settings
Research and design considerations
Mobile interfaces can be cumbersome to use for those with poor manual dexterity or ‘fat’ fingers
Key concern is hit area
Area on the phone display that the user touches to make something happen, such as a key, an icon, a button, or an app
Space needs to be big enough for all fingers to press accurately
If too small, the user may accidentally press the wrong key
Fitts’ law can be used to help design right spacing
Minimum tappable areas should be 44 points x 44 points for all controls
Simple toaster control
Research and design considerations
Simple interfaces
Need to design as transient interfaces with short interactions
Consider trade-off between soft and hard controls
Voice User Interfaces
Overview
Involves a person talking with a spoken language app, for example, timetable, travel planner, or phone service
Used most for inquiring about specific information, for example, flight times or to perform a transaction, such as buying a ticket
Also used by people with visual impairments
Modeling human conversations
People often interrupt each other in a conversation
Speech technology has a similar feature called ‘barge-in’
Voice assistants
Structuring VUI dialogs
Directed dialogs are where the system is in control of the conversation
More flexible systems allow the user to take the initiative:
But more chance of error, since caller might assume that the system is like a human
Guided prompts can help callers back on track
Research and design considerations
How to design systems that can keep conversation on track
Help people navigate efficiently through a menu system
Enable them to recover easily from errors
Guide those who are vague or ambiguous in their requests for information or services
Type of voice actor (for example, male, female, neutral, or dialect)
Other Interfaces:
Haptic interfaces (Vibration feedback)
Augmented Reality
Wearables
VoxBox
Gesture-based systems
Tangible Interfaces
Robots
Smart interfaces
Multimodal Interfaces
Shareable interfaces
Pen-based devices
A multi-touch surface
Touchscreens
Overview
Enable people to write, draw, select, and move objects at an interface using light pens or styluses
Capitalize on the well-honed drawing skills developed from childhood
Digital ink, for example, Anoto, use a combination of ordinary ink pen with digital camera that digitally records everything written with the pen on special paper
Advantages
Allows users to annotate existing documents quickly and easily
Can be used to fill in paper-based forms that can readily be converted to a digital record using standard typeface
Can be used by remote teams to communicate and work on the same documents
Research and design considerations
Provides fluid and direct styles of interaction involving freehand and pen-based gestures for certain tasks
Core design concerns include whether size, orientation, and shape of touch displays effect collaboration
Much faster to scroll through wheels, carousels, and bars of thumbnail images or lists of options by finger flicking
Gestures need to be learned for multi-touch, so a small set of gestures for common commands is preferable
More cumbersome, error-prone, and slower to type using a virtual keyboard on a touch display than using a physical keyboard
TouchScreens
Overview
Single touchscreens are used in walk-up kiosks (such as ticket machines and ATMs) to detect the presence and location of a person’s touch on the display
Multi-touch surfaces support a range of more dynamic finger tip actions, for example, swiping, flicking, pinching, pushing, and tapping
They do so by registering touches at multiple locations using a grid
Now used for many kinds of displays, such as smartphones, iPods, tablets, and tabletops
Research and design considerations
Provides fluid and direct styles of interaction involving freehand and pen-based gestures for certain tasks
Core design concerns include whether size, orientation, and shape of touch displays effect collaboration
Much faster to scroll through wheels, carousels, and bars of thumbnail images or lists of options by finger flicking
Gestures need to be learned for multi-touch, so a small set of gestures for common commands is preferable
More cumbersome, error-prone, and slower to type using a virtual keyboard on a touch display than using a physical keyboard
What is Interaction Design?
Optimizing the interaction between users and interactive products requires consideration of a number of interdependent factors, including context of use, types of activity, UX goals, accessibility, cultural differences, and user groups.
It is multidisciplinary, involving many inputs from wide-reaching disciplines and fields
Interaction design is concerned with designing interactive products to support how people communicate and interact in their everyday and working lives
Design principles, such as feedback and simplicity, are useful heuristics for informing, analyzing, and evaluating aspects of an interactive product
Interaction design is concerned with designing interactive products to support how people communicate and interact in their everyday and working lives
THE PROCESS OF INTERACTION DESIGN
Four basic activities
Discovering requirements
Designing alternatives
Prototyping
Evaluating
User-centered design rests on three principles
Early focus on users and tasks
Empirical measurement using quantifiable and measurable usability criteria
Iterative design
CONCEPTUALIZING INTERACTION DESIGN
Developing a conceptual model involves:
Understanding the problem space
Being clear about your assumptions and claims
Specifying how the proposed design will support users
A conceptual model is a high-level description of a product in terms of:
What users can do with it and the concepts they need to understand how to interact with it
Interaction types provide a way of thinking about how to support users activities
Paradigms, visions, theories, models, and frameworks
Provide ways of framing design and research
COGNITIVE ASPECTS
What is cognition?
Thinking, remembering, learning, daydreaming, decision-making, seeing, reading, talking, writing…
process
Attention
Perception
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decision-making
It is important to understand in HCI
:check:
Cognition involves many processes including attention, memory, perception, and learning
The way an interface is designed can greatly affect how well users can perceive, attend, learn, and remember how to do their tasks
Theoretical frameworks, such as mental models and external cognition, provide ways of understanding how and why people interact with products
This can lead to thinking about how to design better products
Mental models and how to elicit
:check:
Users develop an understanding of a system through learning about and using it
Knowledge is sometimes described as a mental model:
How to use the system (what to do next)
What to do with unfamiliar systems or unexpected situations (how the system works)
People make inferences using mental models of how to carry out tasks
Erroneous mental models
Cover relevant theories of cognition
External cognition
Concerned with explaining how we interact with external representations (such as maps, notes, and diagrams)
What are the cognitive benefits and what processes involved
How they extend cognition
What technologies can we develop to help people carry out complex tasks (for example, learning, problem solving, and decision-making)?
Embodied Interaction
The practical engagement with the social and physical environment (Dourish, 2001)
Creating, manipulating and making meaning through our interaction with things
How our bodies and active experiences shape how we perceive, feel, and think (Hornecker et al., 2017)
They enable us to develop a sense of the world at both a concrete and abstract level
Can provide new ideas about interaction and better design principles
Externalizing to reduce memory load
Examples include the use of diaries, reminders, calendars, notes, shopping lists, to-do lists
Post-its, piles, marked emails are used to:
External representations:
Remind us that we need to do something (for example, to buy something for mother’s day)
Remind us of what to do (for instance, buy a card)
Remind us when to do something (for example, send a card by a certain date)
Design implication
Design interfaces that encourage exploration
Design interfaces that constrain and guide learners
Provide information and help pages that are easy to access for people who wish to understand more about how to carry out an activity more effectively
Dynamically linking concepts and representations can facilitate the learning of complex material
Speech-based menus and instructions should be short
Accentuate the intonation of artificially generated speech voices
Use simple and memorable functions to support rapid decision-making and planning
Provide opportunities for making text large on a screen
Provide external representations at the interface that can reduce memory load and facilitate computational offloading
EMOTIONAL INTERACTION
Summary
Well-designed interfaces can elicit good feelings in people
Aesthetically-pleasing interfaces can be a pleasure to use
Expressive interfaces can provide reassuring feedback to users
Badly designed interfaces make people frustrated, annoyed, or angry
Emotional AI and affective computing use AI and sensor technology for detecting people’s emotions by analyzing their facial expressions and conversations
Emotional technologies can be designed to persuade people to change their behaviors
Anthropomorphism is the attribution of human qualities to objects
Increasingly, robots are being used as companions in the home
Emotional aspects of interaction design are concerned with how to facilitate certain states (for example, pleasure) or avoid reactions (for instance, frustration)
Anthropomorphism
Attributing human-like qualities to inanimate objects (for instance cars or computers)
Well known phenomenon in advertising
Much exploited in human-computer interaction :
Make user experience enjoyable and motivating
Make people feel at ease by reducing anxiety
Furnishing technologies with personalities can make them enjoyable to interact with
Sustainable HCI
Focus on designing tech interventions to help people reduce their energy consumption
An effective technique is to provide homeowners with feedback on their consumption
Simple infographics and emoticons are often most powerful:
Encourage people to reflect and see what they can change to reduce their energy consumption
Peer pressure and social norms are also powerful methods
Classification of emotions
Six core expressions typically measured:
Sadness, disgust, fear, anger, contempt, and joy
Type of facial expression chosen by AI through detecting presence of absence of:
Smiling, eye widening, brow raising, brow furrowing, raising a cheek, mouth opening, upper-lip raising, and wrinkling of the nose
Designing with the three levels in mind
Visceral design refers to making products look, feel, and sound good
Behavioral design is about use, and it equates with traditional values of usability
Reflective design is about considering the meaning and personal value of a product
Automatic (affect) versus conscious emotions
Emotions can be short-lived (for instance, a fit of anger) or complex and long-lasting (for example, jealousy)
Emotions have been categorized as automatic or conscious:
Automatic ones are rapid and dissipate quickly Conscious ones develop slowly and take a long time to go (for instance, reflection)
SOCIAL INTERACTION
Social Phenomenon
Awareness mechanisms
Situational awareness
Who, what, with whom
Peripheral awareness
Much presence
Realism and immersion
Feel life-feel
Co - presence
Coordination mechanism
Shared external representation
Verbal and non-verbal
Schedules, rules, conventions
F2F coordination mechanism
Talk
Non-verbal interaction
Formal / non- formal meeting
Social Presence
Telepresence Robot
Video Conference
Telepresence Roomn
Telepresence
VR
Sharable Interface
More comfortable
Equitable participation
Work around naturally
Social Interaction
We socialize together
Social technologies are developed
"Being social when apart"
Online Conversations
Support tools
Online vs F2F Conversation Rules
Breakdown
Social Mechanisms
Online Conversations
Conversation Mechanisms
Conversational Rules
Issues raised
Members decide to join
Members take turn speaking
Conversation breakdown
Implicit and explicit actions
Farewell rituals
Remote Conversation
Compare with normal conversation
People react and interaction
Support applications
Social Media
Retweet goes viral
Social Engagement
Voluntary, altruistic
Participation in activities of social groups
Social exchange: give and receive
Website connect people
Social Tech
Applications
Issues
Relationship with people
Compare with F2F conversation
Etiquette
Established Rules
INTERACTION DESIGN
HCI 201
DISCOVERING REQUIREMENTS
Requirements
A statement about an intended product that specifies what it is expected to do or how it will perform
User stories (most prevalent in agile development contexts)
Different forms and different levels of abstraction
Different kinds of requirements
Functional
Data
Environment or context of use
Physical
: dusty? noisy? vibration? light? heat? humidity? …. (for example, in a hospital)
Socia
l: collaboration and co-ordination, data sharing, distributed, synchronous or asynchronous, privacy
Organizational:
user support, communications structure and infrastructure, availability of training
Technical:
On what technologies will it run or need to be compatible?
User experience goals
Users
Characteristics
: nationality, educational background, attitude to computers
User profile
System use:
novice, expert, casual, frequent
Novice:
prompted, constrained, clear
Expert:
flexibility, access/power
Frequent
: shortcuts
Casual/infrequent:
clear menu paths
Usability goals
Different products have different requirements and may be implemented in different ways, for example, trustworthiness
Usable security
How to make security robust without detracting from user experience
If the usability of security is ignored, then security mechanisms will be circumvented
Passwords as an example
Too much advice about how to choose a password
Coping strategies may compromise security
Data gathering for requirements
Interviews, observation, and questionnaires
Studying documentation:
Procedures and rules are often written down in manuals
Good source of data about the steps involved in an activity and any regulations governing a task
Not to be used in isolation
Good for understanding legislation and getting background information
No stakeholder time, which is a limiting factor for other techniques
Researching similar products: Good for prompting requirements
Combining data gathering:
Direct observation, indirect observation, interviews, diaries, and surveys
Diaries and interviews:
multiple information devices
Interviews, think aloud evaluation, questionnaire, evaluation of working prototype:
memory aid for traumatic brain injury
Studying documentation, evaluating other systems, user observation, and group interviews:
ship’s maneuvering system
Ethnographic study, interviews, usability tests, and user participation:
tabletop user interface for genomic data
Using probes to engage with users
Many types of probe:
Designed to prompt users into action
For researchers to learn about users
Cultural probe:
Wallet containing postcards, maps, camera, photo album, and diary
Participants asked to answer questions using wallet contents
Design probe:
Form relates specifically to particular question and context, for example, Top Trumps probe
Technology probe:
Toolkits, mobile phone apps, sensor-based monitoring, for example, M-Kulinda to alert participants about unexpected movement at home.
Provocative probe:
Technology probe designed to challenge norms and attitudes, for example, the Box to challenge domestic laundry practices
Contextual Inquiry
Part of Contextual Design, but also used on its own to gather requirements
One-on-one field interviews (contextual interviews)
1.5 to 2 hours long
Focus on daily life at home or work relevant to the project
Uses a model of master (participant) and apprentice (researcher)
Four main principles:
Context
: Going to the user, wherever they are, and seeing what they do as they do it
Partnership:
User and interviewer explore user’s life together
Interpretation
: Observations interpreted by user and interviewer together
Focus
: Project focus to understand to what should be paid attention
Interview guided by “cool concepts” divided into two groups
Joy of life concepts:
How products make our lives richer and more fulfilling
Accomplish, connection, identity, and sensation
Joy of use concepts:
Describe impact of using the product
Direct in action, the hassle factor, and the learning delta
Interview in four parts
Overview, transition, main interview, and wrap-up
Following interview, interpretation session
: Contextual design models are created or consolidated
Most relevant models are chosen by team, out of 10 suggested
Brainstorming for innovation
Include participants from a wide range of disciplines, with a broad range of experience
Don't ban silly stuff
Use catalysts for further inspiration
Keep records. Capture every idea, without censoring
Sharpen the focus
Use warm-up exercises and make the session fun
Bringing requirements to life
Augmenting the basic requirements expressed as stories, in Volere template, or in other form
Personas
Capture a set of user characteristics (user profile)
Synthesized from real people based on user research
Typical, not idealized
Bring to life with name, characteristics, goals, and personal background
Relevant to product under development
Good persona helps designer with design decisions and reminds team about who will use the product
Develop a small set of personas with one primary
Scenarios
May be textual descriptions, animations, audio or video
Example animation scenarios
Use cases
Focus on functional requirements and capture interaction
Can be used in design or to capture requirements
Use cases are step-by-step descriptions of interactions
Two styles:
Essential use cases: division of tasks, no implementation detail
Use case with normal and alternative courses: more detail
Design fiction
Communicate a vision with future technologies
Fictional world in which ethics, emotions, and context can be explored without concrete constraints
Examples:
Exploring ethics
Scenarios are about “overcoming the monster,” while design fiction is about “quest”
Privacy and surveillance
DATA GATHERING
Direct observation in a controlled environment
Direct observation
Indirect observation – tracking users’ activities:
Diaries
Web analytics
Interaction logs
Video, audio, photos, and notes are used to capture data in both types of observations
Choosing and combining techniques
Resources available
Time available
Nature of the technique(s)
Focus of the study
Participants involved
Five key issues
Setting goals
Identifying participants
Relationship with participants
Triangulation
Pilot studies
Data recording
Notes, audio, video, and photographs can be used individually or in combination:
Different challenges and advantages with each type of data recording
Observations and materials that might be collected (Crabtree, 2003)
Activity or job descriptions
Rules and procedures that govern particular activities
Descriptions of activities observed
Recordings of the talk taking place between parties
Diagrams of the physical layout, including the position of artifacts
Informal interviews with participants explaining the detail of observed activities
Other information collected when observing activities
Photographs of artifacts (documents, diagrams, forms, computers, and so forth)
Videos of artifacts
Descriptions of artifacts
Workflow diagrams showing the sequential order of tasks
Process maps showing connections between activities
Interviews
Unstructured
: Not directed by a script. Rich but not replicable.
Structured
: Tightly scripted, often like a questionnaire. Replicable but may lack richness.
Semi-structured:
Guided by a script, but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability.
Other forms
Digital conferencing systems such as Skype, Zoom, email, and smartphones can be used to conduct interviews.
Focus groups:
A group interview
questions
‘Closed questions’ have a predetermined answer format, for example, ‘yes’ or ‘no
‘Open questions’ do not have a predetermined format
Avoid
Long questions
Compound sentences — split them into two
Jargon and language that the interviewee may not understand
Leading questions that make assumptions, for example, why do you like …?
Unconscious biases, for instance, gender stereotypes
Running the interview
Introduction
: Introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, and present the informed consent form.
Warm-up
: Make first questions easy and non-threatening.
Main body
: Present questions in a logical order
A cool-off period:
Include a few easy questions to defuse tension at the end
Closure:
Thank interviewee, signal the end, for example, switch recorder off.
Ethnography
More on Ethnography
Co-operation of people being observed is required
Informants are useful
Data analysis is continuous
Interpretivist technique
Reports usually contain examples
Questions get refined as understanding grows
Ethnography is a philosophy with a set of techniques that include participant observation and interviews
Debate about differences between participant observation and ethnography
Online Ethnography
Ethnographers immerse themselves in the culture that they study
A researcher’s degree of participation can vary
Analyzing video and data logs can be time-consuming
Collections of comments, incidents, and artifacts are made
Planning and conducting observation in the field
Decide on how involved you will be: from passive observer to active participant
How to gain acceptance
How to handle sensitive topics, for example, culture, private spaces, and so on
How to collect the data:
What equipment to use
What data to collect
When to stop observing
Questionnaires
Deploying online questionnaires
Plan the timeline
Design offline
Program/complete online template
Test it with a group that will not be part of the survey to check that the questions are clear
Test the survey to make sure that it behaves as you would expect
Recruit participants
Question and response format
Yes’ and ‘No’ checkboxes
Checkboxes that offer many options
Rating scales
Open-ended responses
Overview
Questions can be closed or open
Closed questions are easier to analyze, and may be distributed and analyzed by computer
They can be administered to large populations
Disseminated by paper, email and the web
Sampling can be a problem when the size of a population is unknown as is common online evaluation
Design
The impact of a question can be influenced by question order.
You may need different versions of the questionnaire for different populations.
Provide clear instructions on how to complete the questionnaire.
Strike a balance between using white space and keeping the questionnaire compact.
Avoid very long questions and questionnaires
Decide on whether phrases will all be positive, all negative, or mixed.
Advantages of online questionnaires
Relatively easy and quick to distribute
Responses are usually received quickly
No copying and postage costs
Data can be collected in database for analysis
Time required for data analysis is reduced
Errors can be corrected easily
Problems with online questionnaires
Sampling is problematic if population size is unknown
Preventing individuals from responding more than once can be a problem
Individuals have also been known to change questions in email questionnaires
Encouraging a good response
Make sure that the purpose of study is clear
Promise anonymity
Ensure that questionnaire is well designed
Offer a short version for those who do not have time to complete a long questionnaire
If mailed, include a stamped, addressed envelope
Follow-up with emails, phone calls, or letters
Provide an incentive
40 percent response rate is good, 20 percent is often acceptable
OverView
Direct observation in the field
Structuring frameworks
Degree of participation (insider or outsider)
Ethnography
Direct observation in controlled environments
Indirect observation: tracking users’ activities
Diaries
Interaction logging
Video and photographs collected remotely by drones or other equipment
Data Analysis, Interpretation, and Presentation
Quantitative and qualitative
Quantitative data
: Expressed as numbers
Qualitative data
: Difficult to measure sensibly as numbers, for example, count number of words to measure dissatisfaction
Quantitative analysis
: Numerical methods to ascertain size, magnitude, and amount
Qualitative analysis
: Expresses the nature of elements and is represented as themes, patterns, or stories
Basic quantitative analysis
Averages
Mean: Add up values and divide by number of data points
Median: Middle value of data when ranked
Mode: Figure that appears most often in the data
Percentages
Be careful not to mislead with numbers!
Graphical representations give overview of data
Basic qualitative analysis
Looking for critical incidents
Helps to focus in on key events
Then analysis can proceed using specific techniques
Identifying themes
Emergent from data, dependent on observation framework if used
Inductive analysis
Categorizing data
Categorization scheme pre-specified
Deductive analysis
In practice, combination of inductive and deductive
System-based frameworks
Understanding a whole socio-technical system requires different analytical framework
Socio-technical systems theory
Distributed Cognition of Teamwork
How question design affects data analysis
Question design affects analysis
Open question: Each answer analyzed separately
Closed question: Analyzed quantitatively
Fixed alternative answers restrict what can be said in findings
Tools to support data analysis
Spreadsheet — Simple to use, basic graphs
Statistical packages, for example, SAS and SPSS
Qualitative data analysis tools
Nvivo and Dedoose support qualitative data analysis
Computer Assisted Qualitative Data Analysis (CAQDAS) Networking Project, based at the University of Surrey
Interpreting and presenting the findings
Structured notations have clear syntax and semantics to present particular viewpoint
Stories are easy and intuitive approach to communicate ideas
Summarize findings using a range of notations
Analysis
Conversation Analysis
Discourse Analysis
Focuses on dialogue; that is, the meaning of what is said and how words convey meaning
Assumption that there is no objective scientific “truth”
Language is viewed as a constructive tool
Discourse analysis is useful when trying to identify subtle meaning
Content Analysis
Involves classifying data into themes or categories and studying their frequencies
Can be used for any “text”: video, newspapers, advertisements, images, and sounds
Often used in conjunction with other techniques
Interaction Analysis
A way to investigate and understand interactions between people and between people and artefacts
Based on empirical observations such as videos
Inductive process in teams, collaboratively
Contents of the material is logged
Materials are extracted, classified, or removed
Instances of a salient event are assembled and played one after the other
The team of researchers studies the assemblage together
Open coding
Grounded Theory
Seeks to develop theory from systematic analysis of empirical data
Three levels of ‘coding’
Open: Identify categories
Axial: Flesh out and link to subcategories
Selective: Form theoretical scheme
Researchers are encouraged to draw on own theoretical backgrounds to inform analysis
Analytic tools to help stimulate:
Question the data
Analyze words, phrases or sentence
Comparisons between objects or abstract categories
INTERACTION DESIGN
HCI 201
DATA AT SCALE
Summary
This chapter discussed how data at scale is collected, analyzed, and communicated.
The data can be qualitative or qualitative.
It comes from different sources, for example, sensors, social media, documents, and facial recognition data.
Privacy is a big concern because data from different sources can be brought together to reveal patterns of behavior.
Data ethics principles (FATE)
Fairness: Is the treatment just and without favoritism or discrimination?
Accountability: Is the data accurate and correct?
Transparency: Are the decisions being made by a system visible?
Explainability: Can people understand the explanations provided by the system?
The goal of FATE is to make decisions made by computer systems just and fair.
Collecting data at scale?
Easy to collect masses of data, but then what do you do with it?
What are the rules and policies that apply when collecting data about people?
For example, tracking people’s activities as they move through Heathrow and other airports for security reasons may also violate their privacy.
Also scraping and crowdsourcing data, personal data collection directly and indirectly through devices, and sentiment and social network analysis
What is data at scale?
Data at scale is also known as big data
It describes numbers, images of people, places and things, conversations, video recordings, sensor data, and so on
Huge potential for solving problems
But you must know how to collect, analyze, and communicate findings
Also involves dangers to people’s privacy
DESIGN, PROTOTYPING and CONSTRUCTION
What is a prototype?
One manifestation of a design that allows stakeholders to interact with it
In other design fields, a prototype is a small-scale model:
A miniature building or town
A miniature car
In interaction design, a prototype can be (among other things):
A series of screen sketches
A storyboard, for example, a cartoon-like series of scenes
A PowerPoint slide show
A video simulating the use of a system
A lump of wood (for instance, the PalmPilot)
A cardboard mock-up
A piece of software with limited functionality written in the target language or in another language
Why prototype?
Evaluation and feedback are central to interaction design
Stakeholders can see, hold, and interact with a prototype more easily than a document or a drawing
Team members can communicate effectively
Ideas can be tested out
Prototyping encourages reflection: an important aspect of design
Prototypes answer questions and support designers in choosing between alternatives
Different kinds of prototyping
Low-fidelity Prototyping
Uses a medium which is unlike the final medium, for example, paper or cardboard
Is quick, cheap, and easily changed
Storyboards
: It is a series of sketches showing how a user might progress through a task using the product
Often used with scenarios, bringing in more detail and a chance to role play
Sketching
Low-fidelity prototyping often relies on sketching
Don’t be inhibited about drawing ability — Practice simple symbols
‘Wizard-of-Oz’ prototyping
The user thinks they are interacting with a computer, but a human is responding to output rather than the system
Usually done early in design to understand users’ expectations
High-fidelity prototyping
Uses materials that you would expect to be in the final product
Prototype looks more like the final system than a low-fidelity version
High-fidelity prototypes can be developed by integrating existing hardware and software components
Danger that users think they have a complete system…see compromises
Compromises in prototyping
Prototyping involve compromises
For software-based prototyping, maybe there is a slow response? sketchy icons? limited functionality?
“In the wild” prototypes operational but not necessarily robust
Two common types of compromise:
Horizontal: Provides a wide range of functions, but with little detail
Vertical: Provides a lot of detail for only a few functions
Compromises in prototypes must not be ignored. Product needs engineering
Conceptual design
A conceptual model is an outline of what people can do with a product and what concepts are needed to understand and interact with it
Understand problem space and current requirements; empathize with users
Consider alternatives: scenarios and prototyping helps
Creativity and brainstorming techniques
Mood board may capture desired feel
Observation
Structuring frameworks to guide observation
A more detailed framework (Robson, 2014):
Space: What is the physical space like and how is it laid out?
Actors: What are the names and relevant details of the people involved?
Activities: What are the actors doing and why?
Objects: What physical objects are present, such as furniture
Acts: What are specific individual actions?
Events: Is what you observe part of a special event?
Time: What is the sequence of events?
Goals: What are the actors trying to accomplish?
Feelings: What is the mood of the group and of individuals?
Three easy-to-remember parts
The person: Who?
The place: Where?
The thing: What?