Early topics:
Two of the most important characteristics of good design are discoverability and understanding
"We must design our machines on the assumption that people will make errors."
Affordance vs Signifiers:
Mapping: When the mapping uses spatial correspondence between the layout of the controls and the devices being controlled, it is easy to determine how to use them
Feedback
Conceptual Models
Definition: The system image is what can be derived from the physical structure that has been built (including documentation).
Goals:
Psychological Variables Differ From Physical Variables: In many situations, the variables easily controlled are not those that the user cares about.
MacKenzie, I.S. (2013). Chapter 4: Scientific Foundations. Human-Computer Interaction: An Empirical Research Perspective. (pp. 121-152). Waltham, MA: Elsevier.
3 definitions:
Additional characteristics of research:
Research versus engineering versus design
Definitions:
How are observations made:
Measurement scales:
What: Conduct experimental research to answer (and raise) questions about a new or existing user interface or interaction technique.
Difficulty: People exhibit variable behavior, which affects confidence in our findings.
Questions:
Definition: Accuracy of answer (internal) vs breadth of question (external)
Tradeoffs:
Ecological validity vs external validity:
Takeaway: "A comparative evaluation yields more valuable and insightful results than a single-interface evaluation"
Causal relationship: "condition manipulated in the experiment caused the changes in the human responses that were observed and measured"
Finding a topic:
Müller, H., Sedley, A., & Ferrall-Nunge, E. (2014). Survey research in HCI. In J. Olson & W. Kellogg (Eds.) Ways of Knowing in HCI (pp. 229-266). New York: Springer.
Common biases: Satisficing - Respondents use suboptimal amount of effort.
- Respondents are more likely to satisfice when (Krosnick, 1991):
- Cognitive ability to answer is low.
- Motivation to answer is low.
- Question difficulty is high at one of the four stages, resulting in cognitive exertion.
- Avoid by:
- Keeping answers concise
- Avoid using same rating scale in series
- Avoid long surveys
- Explain importance of survey
- Avoid trap questions (e.g. "enter 5 in the following box")
Acquiescence Bias - Respondents want to please the surveyer.
- Avoid by:
1. Using agree/disagree, yes/no, true/false answers
2. Ask Qs about the underlying construct (?)
3. Use reverse-keyed constructs (asking same construct both positive and negative).
Social Desirability - respondents answer questions in a manner they feel will be positively perceived by others
- Avoid by allowing anonymous answers.
Response Orer Bias - tendency to select the items toward the beginning or the end of an answer or scale.
Question Order Bias - Each question in a survey has the potential to bias each subsequent question by priming respondents
Cognitive Pretesting - take the survey while using the think-aloud protocol (similar to a usability study).
Field Testing - Piloting the survey with a small subset of the sample
Monitoring Survey Paradata
Maximizing response rates: "Total Design Method":
One strategy to maximize the benefit of incentives is to offer a small non-contingent award to all invitees, followed by a larger contingent award to initial non-respondents (Lavrakas, 2011).
Cleaning:
Assessment:
Hypothesis testing - probability of a hypothesis being true when comparing groups (using t-test, ANOVA, Chi-square)
Inferential statistics can also be applied to identify connections among variables:
Analysing Open-ended Responses:
https://gatech.instructure.com/courses/340124/files/folder/Required%20Readings
Gulf of Evaluation reflects the amount of effort that the person must make to interpret the physical state of the device and to determine how well the expectations and intentions have been met
- Mitigate with feedback and good conceptual model.
7 stages of action:
The specific actions bridge the gap between what we would like to have done (our goals) and all possible physical actions to achieve those goals.
Overlearning: Skills where performance is effortless, done automatically with little or no awareness.
Subconscious and conscious systems of cognition (Table)
_"All three levels of processing work together to determine a person’s cognitive and emotional state. High-level reflective cognition can trigger lower-level emotions. Lower-level emotions can trigger higher-level reflective cognition." (Norman, p.55)
"Emotional Design" - design that uses all three.
Definition: Situation where people experience repeated failure at a task. Thus, they decide the task can't be done and stop trying.
"When we collaborate with machines, it is people who must do all the accommodation. Why shouldn’t the machine be more friendly?"
"Many machines are programmed to be very fussy about the form of input they require, where the fussiness is not a requirement of the machine but due to the lack of consideration for people in the design of the software."
"Designers should strive to minimize the chance of inappropriate actions in the first place by using affordances, signifiers, good mapping, and constraints to guide the actions ... When people understand what has happened, what state the system is in, and what the most appropriate set of actions is, they can perform their activities more effectively."
Seven stages of action
Seven fundamental principles of design
https://gatech.instructure.com/courses/340124/files/folder/Required%20Readings
What: Descriptive model of a human, different types of human actions in timneframes within which the actions occur.
Model's four bands:
Vision
Hearing
Components:
Touch
Sensors: skin, muscles, bones, joints, and organs
Smell and taste
What: Motor control to affect the environment.
(This chapter keeps going and going...)
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.122.4927&rep=rep1&type=pdf
Faste, H., Rachmel, N., Essary, R., & Sheehan, E. (2013, April). Brainstorm, Chainstorm, Cheatstorm, Tweetstorm: new ideation strategies for distributed HCI design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1343-1352). ACM.
http://henrybacondesign.com/wp-content/uploads/2017/02/Brainstorm_Chainstorm_Cheatstorm_Tweetst.pdf
Yang, M. C. (2009). Observations on concept generation and sketching in engineering design. Research in Engineering Design, 20(1), 1-11.
https://pdfs.semanticscholar.org/dc8f/c7d181f4994dc7044ecb3e9e9454b765886f.pdf
Rogers, Y., Sharp, H., & Preece, J. (2011). Chapter 6: The Process of Interaction Design. In Interaction Design: Beyond Human-Computer Interaction. John Wiley & Sons.
http://www.wiley.com/legacy/wileychi/interactiondesign/pdf/ID_ch6.pdf
Software engineering lifecycle models:
UAE Diagram
MacKenzie, I.S. (2013). Section 3.4: Mental Models & Metaphor. Human-Computer Interaction: An Empirical Research Perspective. (pp. 88-92). Waltham, MA: Elsevier. https://gatech.instructure.com/courses/340124/files/folder/Required%20Readings
Takeaways:
Good mental models:
MacKenzie, I.S. (2013). Section 3.8: Interaction errors. Human-Computer Interaction: An Empirical Research Perspective. (pp. 111-116). Waltham, MA: Elsevier. https://gatech.instructure.com/courses/340124/files/folder/Required%20Readings
4 Examples of Interaction Errors
Takeaways:
Norman, D. (2013). Chapter 5: Human Error? No, Bad Design. In The Design of Everyday Things: Revised and Expanded Edition. (pp. 162-216). Arizona: Basic Books. https://gatech.instructure.com/courses/340124/files/folder/Required%20Readings
Takeaways:
Mander, R., Salomon, G., & Wong, Y. Y. (1992, June). A “pile” metaphor for supporting casual organization of information. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 627-634). ACM. http://www.cs.columbia.edu/~feiner/courses/csw4170/resources/p627-mander.pdf
Takeaway:
Results:
Houde, S., & Hill, C. (1997). What do prototypes prototype? In M. Helandar, T.K. Landaeur, & P. Prabhu (Eds). Handbook of Human-Computer Interaction, 2. (pp. 367-381). Elsevier Science. http://www.itu.dk/people/malmborg/Interaktionsdesign/Kompendie/Houde-Hill-1997.pdf
"The goal of this chapter is to establish a model that describes any prototype in terms of the artifact being designed, rather than the prototype's incidental attrib- utes."
"By focusing on the purpose of the prototype--that is, on what it prototypes--we can make better decisions about the kinds of prototypes to build."
What prototypes prototype:
Integration prototypes - represent the "complete user experience" of an artifact.
Beaudouin-Lafon, M., & Mackay, W. (2003). Prototyping tools and techniques. Human Computer Interaction-Development Process. (pp. 101-142). https://www.lri.fr/~mackay/pdffiles/Prototype.chapter.pdf
Fender, A. R. & Holz, C. (2022). Causality-preserving Asynchronous Reality. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. https://programs.sigchi.org/chi/2022/index/content/68789
Takeaways:
Kim, J., Choi, Y., Xia, M., & Kim, J. (2022). Mobile-Friendly Content Design for MOOCs: Challenges, Requirements, and Design Opportunities. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. https://programs.sigchi.org/chi/2022/index/content/68914
Abstract:
Most video-based learning content is designed for desktops without considering mobile environments.
We (1) investigate the gap between mobile learners’ challenges and video engineers’ considerations using mixed methods and (2) provide design guidelines for creating mobile-friendly MOOC videos.
To uncover learners’ challenges, we conducted a survey (n=134) and interviews (n=21), and evaluated the mobile adequacy of current MOOCs by analyzing 41,722 video frames from 101 video lectures.
Interview results revealed low readability and situationally-induced impairments as major challenges. The content analysis showed a low guideline compliance rate for key design factors.
We then interviewed 11 video production engineers to investigate design factors they mainly consider. The engineers mainly focus on the size and amount of content while lacking consideration for color, complex images, and situationally-induced impairments.
Finally, we present and validate guidelines for designing mobile-friendly MOOCs, such as providing adaptive and customizable visual design and context-aware accessibility support.
Nardi, B. (1992). Studying context: A comparison of activity theory, situated action models and distributed cognition. In B. Nardi (Ed.) Context and Consciousness: Activity Theory and Human-Computer Interaction. (pp. 35-52). MIT Press.
Definition:
"Situated action models emphasize the emergent, contingent nature of human activity, the way activity grows directly out of the particularities of a given situation"
Compared to other domains, focused on situated action:
"The focus of study is situated activity or practice, as opposed to the study of the formal or cognitive properties of artifacts, or structured social relations, or enduring cultural knowledge and values. "
"A central tenet of the situated action approach is that the structuring of activity is not something that precedes it but can only grow directly out of the immediacy of the situation "
Unit of analysis:
"The activity itself is the context."
Unit of analysis: Activity
Unit of analysis: A cognitive system composed of individuals and the artifacts they use
Note: Most of this paper is covered over in lecture notes.
"I will attempt to show that the classical cognitive science approach can be applied with little modification to a unit of analysis that is larger than a person"
"Setting the speed bugs is a matter of producing a representation in the cockpit environment that will serve as a resource that organizes performances that are to come later."
Lustig, C., Konrad, A., & Brubaker, J. R. (2022). Designing for the Bittersweet: Improving Sensitive Experiences with Recommender Systems. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems.
Takeaways:
Gordon, M., Park, J. S., Hancock, J., Bernstein, M. S., Lam, M. S., Patel, K., & Hashimoto, T. (2022). Jury Learning: Integrating Dissenting Voices into Machine Learning Models. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. https://programs.sigchi.org/chi/2022/index/content/68851
Figure 1: An overview of jury learning.
Problem: "For ML tasks ranging from online comment toxicity to misinformation detection to medical diagnosis, diferent groups in society may have irreconcilable disagreements about ground truth labels."
Solution: jury learning - Supervised ML approach that resolves these disagreements explicitly through the metaphor of a jury: defning which people or groups, in what proportion, deter- mine the classifer’s prediction.
"Jury"
Why majority-voice outcome occur in ML:
Difficulty of annotator agreement:
Use case:
Technical approach
(This papers keeps going...)
Seberger, J. S, Swiatek, E., Shklovski, I. & Patil, S. (2022). Still Creepy After All These Years: The Normalization of Affective Discomfort in App Use. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. https://programs.sigchi.org/chi/2022/index/content/68804
Problem: "It is not well understood why people continue to use privacy- invasive apps they consider creepy."
Question: We conducted a scenario-based study (n = 751) to investigate how the intention to use an app is infuenced by afective perceptions and privacy concerns.
Results:
Conclusion:
"Creepy data practices normalize the expectation that afective discomfort is part and parcel of using apps; tolerating them further normalizes such experiences."
Method:
The discussions that follow pertain only to experimental research and in particular to factorial experiments, where participants are exposed to levels of factors (test con- ditions) while their behavior (human performance) is observed and measured.
- Based on experimental psychology
“researchers must respect the safety, welfare, and dignity of human participants in their research and treat them equally and fairly.”
Conditions for generalizing from participants
Sampling
Questionnaire Design
Within-subjects and between-subjects
_"Order effects" - Confounding variables based on ordering that may improve/worsen performance:
Counterbalancing - mitigating technique to compensate order effect by dividing participants into groups and administer the conditions in a different order for each group
Latin squares - way to mitigate order effect (see chapter, confusing)
"If the learning effect is the same from condition to condition in a within-subjects design, then the group means on a dependent variable should be approximately equal."
Group effect : Differences across groups in the mean scores on a dependent variable
"Performance trends in longitudinal studies, as shown in Figure 5.15, are often accompanied by an equation and best-fitting curve demonstrating the power law of learning."
Abstract:
Heuristic evaluation is an informal method of usability analysis where a number of evaluators are presented with an interface design and asked to comment on it. Four experiments showed that individual evaluators were mostly quite bad at doing such heuristic evaluations and that they only found between 20 and 51% of the usability problems in the interfaces they evaluated. On the other hand, we could aggregate the evaluations from several evaluators to a single evaluation and such aggregates do rather well, even when they consist of only three to five people.
Heuristic evaluation
Evaluation:
Problem: ML models need to provide "contrastive explanations". Current explanations are not great, since they rely on rudimentary comparisons between examples or raw features.
Solution: XAI Perceptual Processing Framework and RexNet model.
What:
"we supported and collaborated with seven independent artists to explore technical and creative interventions in video-conferencing"
- Works on interventions that help users counter/regain agency in which personal data is captured in video-conferencing tools.
- Post-hoc analysis of how each of 7 projects employ aspects of counterfunctional design.
What is counterfactual:
“a thing that exhibits features that counter some of its own ‘essential functionality’ while nonetheless retaining familiarity as ‘essentially that thing’”
Conclusion - Artists used counterfunctional strategies like:
Read notes here: https://docs.google.com/document/d/1ePSb1ZEvXdCpsRHgRtSz30Enb2NlhFLI/edit#heading=h.gjdgxs
"The standard sociolog- ical model for the impact of modern technology on family life clearly needs some revision: at least for middle-class nonrural American families in the 20th century, the social changes were not the ones that the standard model predicts. In these families the functions of at least one member, the housewife, have increased rather than decreased; and the dissolution of family life has not in fact occurred."
"Our standard notions about what happens to a work force under the pressure of technological change may also need revision. When industries become mechanized and rationalized, we expect certain general changes in the work force to occur: its structure becomes more highly differentiated, individual workers become more specialized, managerial functions increase, and the emotional context of the work disappears."
- Workforce actually condensed a lot of domestic work to housewives.
- Inidividual workers became less specialized
"Finally, instead of desensitizing the emotions that were connected with household work, the industrial revolution in the home seems to have heightened the emotional context of the work, until a woman's sense of self-worth became a function of her success at arranging bits of fruit to form a clown's face in a gelatin salad."
- Workers putting far more emotional weight to its own inherent value. Especially amongst housewives.
Value sensitive design
Case studies:
Tripartite Methodology:
Human values often implicated in system design:
Problem: "Information visualization research lacks encompassing theories"
Solution: Distributed cognition framework can be used to substantiate the theoretical foundation of InfoVis.
Contributions:
Conclusion
Problem: New research challenges as computation is occurring away from desktop.
Solution: Create an experimental home (Aware Home). Knows info about itself and whereabout/activities of its inhabitants.
Goal: Provide insights to understand how homeless bloggers express themselves.
How: Computational linguistic analysis of a large corpus of Tumblr blog posts.
Results:
Problem: How does smart home technologies fit in to the context of public housing in the US
Solution: Led participatory design workshops with residents/building managers.
Results:
2 phases - preparation and evaluation.
Analysis:
Example of cognitive walkthrough
(This one keeps going with an example cognitive walkthrough. Quite long)
Problem: "In HCI there are authors that focus more on designing for usability and there are authors that focus more on evaluating usability. The relationship between these communities is not really clear."
Solution: "We use author cocitation analysis, multivariate techniques, and visualization tools to explore the relationships between these communities."
Results: "seven clusters that could be identified as:"
Cocitation Map
Problem: People thing user-centred design and agile can be integrated as one. But they're different and these differences make the use of these methods on development projects hard.
Solution: Field study to investigate use of agile methods alongside UCD in one org.
Similarities:
Diffs:
Four Themes:
Why Agile/HCI methodologies go at odds:
These can be overcome if:
Problem: In human-trafficking, With terabytes of available data such as sex work ads, polic- ing is increasingly a big-data research problem.
Solution: Understand computational needs of law enforcement
Results: 3 major areas where HCI can help:
How:
Findings:
Tools used during investigation:
Computational Needs:
Discussion
What:
Contributions:
Evaluation:
Problem: Technology to support parents from nondominant groups in positively impacting their children's education is underexplored.
Solution: Use Actor-Network Theory (ANT) to analyze sociotechnical view of Latino Spanish speaking immigrants in the US - and how they form alliances with other actors (ie. teachers) and technology to exchange info to enrich their children's education.
Actor-Network Theory:
Methodology:
4 main categories of actors in parenting network
Design Opportunities:
Analysis:
"the classroom itself is a user interface"
- virtual class = interface
- "asynchronous learning environments must use these computational interfaces to create the same effects through different mechanisms"
Simlarities in learning design and UI design:
Competing nature between the two:
"different objectives of the two design paradigms—one to support immediate interaction, the other to support long-term learning gains—mean that the application of one paradigm’s heuristics and guidelines to the other must be performed carefully."
- "Desirable difficulties" - interface designer might make the learning experience too easy.
Design Principles:
"we take four common design principles or theories from the HCI literature—flexibil- ity, equity, consistency, and distributed cognition—and examine their applications to the design of this online course"
Distributed cognition
Additional principles:
Evaluation findings (Likert scale feedback):