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- Tentamen Human Computer Interaction - part 2
- Lecture 7: Data gathering
- Buzzword: Wisee.
- Whole-home gesture recognition using wireless signals. Unlike Kinect etc. no infrastructure needed,
- no cameras needed and through the wall and out-of- sight scenarios.
- 7.2 – Five key issues
- 1. Setting goals – Decide how to analyze data once collected
- 2. Identifying participants – Decide who to gather data from
- 3. Relationship with participants – Clear and professional, Informed consent when appropriate
- 4. Triangulation – Look at data from more than one perspective
- 5. Pilot studies – Small trial of main study
- 7.3 – Data recording
- Notes, audio, video photographs. Notes plus photographs. Audio plus photographs. Video,
- interaction loggings, sensor-based (biometrics, speech/gestures).
- Data recording in COMIC/SLOT, Spatial Logistics Task. Multimodal interaction. How do users perform
- turn-taking, negotiate information, while using facial expressions, speech and gestures?
- 7.4 – Interviews
- Unstructured – are not directed by a script. Rich but not replicable.
- Structured – are 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.
- Interview questions.
- Two types: closed questions and open questions. Close questions are easier to analyze. Avoid long
- questions, compound sentences, jargon and language that the interviewee might not understand,
- leading questions that make assumptions, unconscious biases.
- Running the interview.
- - Introduction – introduce yourself, explain the goals of the interview, reassure about the ethical
- issues, ask to record, present any informed consent form.
- - Warm-up – make first questions easy and nonthreatening.
- - 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, e.g, switch recorder off.
- 7.5 - Questionnaires
- Questions can be closed or open. Closed questions are easier to analyze, and may be done by
- computer. Can be administered to large populations. Paper, email and the web used for
- dissemination. Sampling can be a problem when the size of a population is unknown as is common
- online
- Questionnaire design.
- The impact of a question can be influenced by question order. Do you 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.
- Decide on whether phrases will all be positive, all negative or mixed.
- Question and response format: ‘Yes’ and ‘No’ checkboxes. Checkboxes that offer many options.
- Rating scales. Open-ended responses.
- Encouraging a good response.
- Make sure purpose of study is clear. Promise anonymity. Ensure 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, letters. Provide an incentive. 40%
- response rate is high, 20% is often acceptable.
- Advantages of online questionnaires.
- 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. Individuals have also been known to change questions in email questionnaires.
- An online experiment with Maki
- A typical AI/HF experiment. AI: synthesized music. HF: how do humans cope/perceive/appreciate
- Data gathered:
- - personal info: age/gender/language/experience
- - how human-like does it sound?
- - how do you like it?
- - similarity between two sounds
- Data gathered:
- - Two main conditions (human/synthesized)
- - Several sub-conditions (rhythm/contour/harmony)
- 7.6 - Observation
- 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
- 7.7 - Choosing and combining techniques
- Depends on
- – The focus of the study
- – The participants involved
- – The nature of the technique
- – The resources available
- Summary
- Three main data gathering methods: interviews, questionnaires, observation. Five key issues of data
- gathering: goals, choosing participants, triangulation, participant relationship, pilot. Interviews may
- be structured, semi-structured or unstructured. Questionnaires may be on paper, online or
- Telephone. Observation may be direct or indirect, in the field or in controlled setting. Techniques can
- be combined depending on study focus, participants, nature of technique and available resources.
- Lecture 9: The process of ID
- Buzzword: The Tech Box.
- What is involved in ID?
- • It is a process:
- – a goal-directed problem solving activity informed by intended use, target domain, materials,
- cost, and feasibility
- – a creative activity
- – a decision-making activity to balance trade-offs
- • Four approaches:
- – user-centred design,
- – activity-centred design,
- – systems design, and
- – genius design
- Importance of involving users
- • Expectation management
- – Realistic expectations
- – No surprises, no disappointments
- – Timely training
- – Communication, but no hype
- • Ownership
- – Make the users active stakeholders
- – More likely to forgive or accept problems
- – Can make a big difference to acceptance and success of product
- Degrees of user involvement
- • Member of the design team
- – Full time: constant input, but lose touch with users
- – Part time: patchy input, and very stressful
- – Short term: inconsistent across project life
- – Long term: consistent, but lose touch with users
- • Newsletters and other dissemination devices
- – Reach wider selection of users
- – Need communication both ways
- • User involvement after product is released
- • Combination of these approaches
- User-centered approach is based on:
- – Early focus on users and tasks: directly studying cognitive, behavioral, anthropomorphic &
- attitudinal characteristics
- – Empirical measurement: users’ reactions and performance to scenarios, manuals, simulations &
- prototypes are observed, recorded and analysed
- – Iterative design: when problems are found in user testing, fix them and carry out more tests
- Four basic activities in ID:
- 1. Establishing requirements 2. Designing alternatives 3. Prototyping 4. Evaluating
- Some practical issues: Who are the users? What do we mean by ‘needs’? How to generate
- alternatives. How to choose among alternatives. How to integrate interaction design activities with
- other models?
- Who are the users/stakeholders?
- • Not as obvious as you think: those who interact directly with the product, those who manage
- direct users, those who receive output from the product, those who make the purchasing decision,
- those who use competitor’s products.
- • Three categories of user (Eason, 1987):
- – primary: frequent hands-on
- – secondary: occasional or via someone else
- – tertiary: affected by its introduction, or will influence its purchase
- What do we mean by ‘needs’?
- • Users rarely know what is possible
- • Users can’t tell you what they ‘need’ to help them achieve their goals
- • Instead, look at existing tasks: Their context. What information do they require? Who collaborates
- to achieve the task? Why is the task achieved the way it is?
- • Envisioned tasks: Can be rooted in existing behaviour, can be described as future scenarios.
- How to generate alternatives
- Humans stick to what they know works. But considering alternatives is important to ‘break out of the
- box’. Designers are trained to consider alternatives, software people generally are not. How do you
- generate alternatives? 1)‘Flair and creativity’: research and synthesis, 2) Seek inspiration: look at
- similar products or look at very different products .
- How to choose among alternatives
- • Evaluation with users or with peers, e.g. prototypes
- • Technical feasibility: some not possible
- • Quality thresholds: Usability goals lead to usability criteria set early on and check regularly —safety:
- how safe? —utility: which functions are superfluous? —effectiveness: appropriate support? task
- coverage, information available —efficiency: performance measurements
- Genius design: inspiration based, intuition, experience, expertise, team work.
- UCD:
- • You like predictable, measurable results
- • User testing is a significant source of decisionmaking confidence for you and your team
- • You are risk averse
- • You have the time and budget to devote to repeated testing and validation
- Genius:
- • You are working with a highly experienced team
- • You trust your colleague’s intuition
- • You trust your own intuition
- • You have a deep understanding of your end users’ ultimate goals
- Summary
- Four basic activities in the design process:
- 1. Establishing requirements
- 2. Designing alternatives
- 3. Prototyping
- 4. Evaluating
- User-centered design rests on three principles
- 1. Early focus on users and tasks
- 2. Empirical measurement using quantifiable & measurable usability criteria
- 3. Iterative design
- Lecture 10: Establishing requirements
- Buzzword: chord typing. Asetniop.
- Four basic activities in ID: 1) Establishing requirements, 2) designing alternatives, 3) prototyping, 4)
- evaluating.
- What: Two aims:
- 1. Understand as much as possible about users, task, context
- 2. Produce a stable set of requirements
- How: Data gathering activities
- Data analysis activities
- Expression as ‘requirements’
- All of this is iterative
- Boehm & basili (2001): finding and fixing a software problem after delivery is often at least 100 times
- more expensive than finding and fixing it during the requirements and design phase.
- Why: Requirements definition: the stage where failure occurs most commonly. Getting
- requirements right is crucial.
- What is a requirement? A statement about an intended product that specifies what it should do or
- how it should perform or how it should look and feel.
- What do users want? What do users ‘need’?
- Requirements need clarification, refinement, completion, re-scoping Input: requirements document
- (maybe) Output: stable requirements.
- Why ‘establish’?
- Requirements arise from understanding users’ needs Requirements can be justified & related to
- data.
- Different kinds of requirements
- • Functional: What the system should do, Historically the main focus of requirements activities
- • Non-functional: memory size, response time...
- • Data: What kinds of data need to be stored? How will they be stored (e.g. database)?
- • Users: Who are they? — Characteristics: ability, background, attitude to computers
- — Novice: step-by- step (prompted), constrained, clear information
- — System use: novice, expert, casual, frequent
- — Expert: flexibility, access/power
- — Frequent: short cuts
- — Casual/infrequent: clear instructions, e.g. menu paths
- Environment or context of use:
- — physical: dusty? noisy? vibration? light? heat? humidity? …. (e.g. OMS insects, ATM)
- — social: sharing of files, of displays, in paper, across great distances, work individually, privacy for
- clients
- — organisational: hierarchy, IT department’s attitude, user support, communications structure and
- infrastructure, availability of training
- — technical: standards, hardware, limitations
- Personas
- • Capture user characteristics
- • Not real people, but synthesised from real user characteristics
- • Should not be idealised
- • Bring them to life with a name, characteristics, goals, personal background
- • Develop multiple personas
- Data gathering for requirements
- Interviews: — Prototypes can be used in interviews
- — Good for exploring issues
- — But are time consuming and may be infeasible to visit everyone
- Focus groups: — Group interviews:
- — Good at gaining a consensus view and/or highlighting areas of conflict
- — But can be dominated by individuals
- Questionnaires: — Often used in conjunction with other techniques
- — Can give quantitative or qualitative data
- — Good for answering specific questions from a large, dispersed group of people
- Researching similar products: — Good for prompting requirements
- Direct observation: — Gain insights into stakeholders’ tasks
- — Good for understanding the nature and context of the tasks
- — But, it requires time and commitment from a member of the design team,
- and it can result in a huge amount of data
- Indirect observation: — Not often used in requirements activity
- — Good for logging current tasks
- Contextual Inquiry
- • An approach to ethnographic study where user is expert, designer is apprentice
- • A form of interview, but — at users’ workplace (workstation)
- • Four main principles: — Context: see workplace & what happens
- — 2 to 3 hours long
- — Partnership: user and developer collaborate
- — Interpretation: observations interpreted by user and developer
- together
- — Focus: project focus to understand what to look for
- Problems with data gathering
- • Identifying and involving stakeholders: users, managers, developers, customer reps?, union reps?,
- shareholders?
- • Involving stakeholders: workshops, interviews, workplace studies, co-opt stakeholders onto the
- development team
- • ‘Real’ users, not managers: traditionally a problem in software engineering, but better now
- Requirements management: version control, ownership
- • Communication between parties: —within development team —with customer/user —between
- users… different parts of an organisation use different terminology
- • Domain knowledge distributed and implicit: —difficult to dig up and understand —knowledge
- articulation: how do you walk?
- • Availability of key people
- • Political problems within the organisation
- • Dominance of certain stakeholders
- • Economic and business environment changes
- • Balancing functional and usability demands
- Some basic guidelines
- Focus on identifying the stakeholders’ needs
- • Involve all the stakeholder groups
- • Involve more than one representative from each stakeholder group
- • Use a combination of data gathering techniques
- • Support the process with props such as prototypes and task descriptions
- • Run a pilot session
- • You will need to compromise on the data you collect and the analysis to be done, but before you
- can make sensible compromises, you need to know what you’d really like
- • Consider carefully how to record the data
- Data interpretation and analysis
- • Start soon after data gathering session
- • Initial interpretation before deeper analysis
- • Different approaches emphasize different elements e.g. class diagrams for object-oriented systems,
- entity-relationship diagrams for data intensive systems
- Task descriptions
- • Scenarios ― an informal narrative story, simple, ‘natural’, personal, not generalisable
- • Use cases — assume interaction with a system
- — assume detailed understanding of the interaction
- • Essential use cases — abstract away from the details
- — does not have the same assumptions as use cases
- — more structured and distinguishing between system/user
- Task analysis
- •Task descriptions are often used to envision new systems or devices
- • Task analysis is used mainly to investigate an existing situation
- • It is important not to focus on superficial activities What are people trying to achieve? Why are
- they trying to achieve it? How are they going about it?
- • Many techniques, the most popular is Hierarchical Task Analysis (HTA)
- Hierarchical Task Analysis
- • Involves breaking a task down into subtasks, then sub-sub- tasks and so on. These are grouped as
- plans which specify how the tasks might be performed in practice
- • HTA focuses on physical and observable actions, and includes looking at actions not related to
- software or an interaction device
- • Start with a user goal which is examined and the main tasks for achieving it are identified
- • Tasks are sub-divided into sub-tasks
- Summary
- • Getting requirements right is crucial
- • There are different kinds of requirement, each is significant for interaction design
- • The most commonly-used techniques for data gathering are: questionnaires, interviews, focus
- groups, direct observation, studying documentation and researching similar products
- • Scenarios, use cases and essential use cases can be used to articulate existing and envisioned work
- practices.
- • Task analysis techniques such as HTA help to investigate existing systems and practices
- Lecture 11: Prototyping and building
- Buzzword: HRI.
- Human-Robot Interaction (HRI) is a relatively young discipline that has attracted a lot of attention
- over the past few years due to the increasing availability of complex robots and people's exposure to
- such robots in their daily lives, e.g. as robotic toys or, to some extent, as household appliances
- (robotic vacuum cleaners or lawn movers). Also, robots are increasingly being developed for real
- world application areas, such as robots in rehabilitation, eldercare, or robots used in robotassisted
- therapy and other assistive or educational applications.
- HRI as a research domain is a synthetic science, and it should tackle the whole range of challenges
- from technical, cognitive/AI to psychological, social, cognitive and behavioural.
- What is a prototype? In other design fields a prototype is a small-scale model: for example a
- miniature car.
- In interaction design it can be (among other things):
- • a series of screen sketches
- • a storyboard, i.e. a cartoon-like series of scenes
- • a Powerpoint slide show
- • a video simulating the use of a system
- • a lump of wood (e.g. PalmPilot)
- • a cardboard mock-up
- • a piece of software with limited functionality written in the target/another language
- Why prototype?
- • Evaluation and feedback are central to interaction design
- • Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing
- • Team members can communicate effectively
- • You can test out ideas for yourself
- • It encourages reflection: very important aspect of design
- • Prototypes answer questions, and support designers in choosing between alternatives
- What to prototype? • Technical issues • Work flow, task design • Screen layouts and information
- display • Difficult, controversial, critical areas
- Low-fidelity Prototyping uses a medium which is unlike the final medium, e.g. paper, cardboard and
- it is quick, cheap and easily changed.
- ‘Wizard-of- Oz’ prototyping
- • The user thinks they are interacting with a computer, but a developer 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 lowfidelity version.
- • For a high-fidelity software prototype common environments include Macromedia Director, Visual
- Basic, and Smalltalk.
- • Danger that users think they have a full system…….see compromises
- Compromises in prototyping
- • All prototypes involve compromises
- • For software-based prototyping maybe there is a slow response? sketchy icons? limited
- functionality?
- • Two common types of compromise: ‘horizontal’: provide a wide range of functions, but with little
- detail and ‘vertical’: provide a lot of detail for only a few functions
- • Compromises in prototypes mustn’t be ignored. Product needs engineering.
- Construction
- • Taking the prototypes (or learning from them) and creating a whole
- • Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity,
- portability, efficiency, etc
- • Product must be engineered Evolutionary prototyping ‘Throw-away’ prototyping
- Conceptual design: from requirements to design
- • Transform user requirements/needs into a conceptual model
- • “a description of the proposed system in terms of a set of integrated ideas and concepts about
- what it should do, behave and look like, that will be understandable by the users in the manner
- intended”
- • Don’t move to a solution too quickly. Iterate, iterate, iterate
- • Consider alternatives: prototyping helps
- Is there a suitable metaphor?
- • Interface metaphors combine familiar knowledge with new knowledge in a way that will help the
- user understand the product.
- • Three steps: understand functionality, identify potential problem areas, generate metaphors
- • Evaluate metaphors: How much structure does it provide? How much is relevant to the problem? Is
- it easy to represent? Will the audience understand it? How extensible is it?
- Considering interaction types
- • Which interaction type? How the user invokes actions. Instructing, conversing, manipulating or
- exploring
- • Do different interface types provide insight? WIMP, shareable, augmented reality, etc
- Expanding the conceptual model
- • What functions will the product perform? What will the product do and what will the human do
- (task allocation)?
- • How are the functions related to each other? Sequential or parallel? Categorisations, e.g. all actions
- related to telephone memory storage
- • What information needs to be available? What data is required to perform the task? How is this
- data to be transformed by the system?
- Summary
- • Different kinds of prototyping are used for different purposes and at different stages
- • Prototypes answer questions, so prototype appropriately
- • Construction: the final product must be engineered appropriately
- • Conceptual design (the first step of design)
- • Consider interaction types and interface types to prompt creativity
- • Storyboards can be generated from scenarios
- • Card-based prototypes can be generated from use cases
- Lecture 12: ID in Practice
- Buzzword: BCI. Wolpaw (2002): a BCI translates brain signals into control commands for steering a
- device or neural interface.
- Agile development
- • Short (one to three week) timeboxes of iterative development (sprint, iteration, cycle)
- • Early and repeated customer/user feedback
- • Re-prioritisation of work based on customer/user so that emergent requirements can be handled
- AgileUX
- • Integrates techniques from interaction design and Agile software development
- • AgileUX requires a change of mindset
- • In Agile, as implementation proceeds: – requirements are elaborated – requirements are re-
- prioritised
- • All techniques in UX are still relevant but when and how much needs re-thinking – focus on
- product, not design, as deliverable – cross-functional teams
- User research
- • Aims to characterise users through data collection and analysis
- • Agile’s timeboxing approach does not support long periods of user research
- • User evaluations and some detailed work can be fitted within a timebox
- • Some user research can be performed in iteration 0 (zero), before implementation starts
- • Ongoing programme of user research
- Aligning work practices
- • Designing a complete product upfront causes problems because of re-prioritisation
- • Some upfront work is needed (technical and UX)
- • Use a parallel tracks approach: – create product vision before development starts, (cycles 0 and 1)
- – do design work one iteration ahead of development – some teams work two iterations ahead
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