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Title: MS 2306


1
  • MS 2306 NEW MEDIA RESEARCH CONCEPTS and
    METHODOLOGIES
  • 2013/14

2
MS2306Lecture one
  • MS 2306 NEW MEDIA RESEARCH CONCEPTS
    METHODOLOGIES
  • MODULE LEADER TONY SAMPSON
  • Tuesday Lecture 3.00 4.30 in EB 1.03
  • Seminar with Tony (MMDT, IMD, MCI) 5.00 6.30
    in EB.2.45
  • Seminar with Stacey (CGD and CGT) 5.00 6.30 in
    EB.3.11

3
  • Full Module Guide http//homepages.uel.ac.uk/T.D.
    Sampson/DocLand/MS2306/MS2306.htm
  • Lecture Notes http//ms2306.blogspot.com/
  • Finding the blog and guide via Google

4
Introduction to module
  • Aims and objectives
  • To enable you to approach new media concepts,
    methods and practice in a research context
  • To identify a user experience to research
  • To think through how user experience can be
    researched as part of the design process
  • To prepare you for level 3 projects

5
Terminology
  • Thesis
  • A set of ideas (concepts) posed as a research
    question(s)
  • Dissertation
  • Vehicle for ideas
  • Methodologies
  • Testing the idea
  • Series of research tools
  • Concepts
  • Framework of ideas

6

Researching User Experience
7
Specific aims
  • To develop awareness of
  • Concepts experience/affect/emotion/
    cognition/pervasive/ubicomp /flow/gamification
  • Methods questionnaires/focus groups/user
    testing/biometric testing
  • To help you expand knowledge of digital media
    field (interactive, multimedia, games etc)
  • To critically assess research methods, concepts
    in relation to new media forms and experiences
  • To produce credible new media research proposals

8
Assessment
  • CW1 Illustrated Essay setting out a conceptual
    approach to user experience. Printed essay of
    2000 words with a minimum of 3 good quality
    printed colour images used to support analysis
  • 60
  • DEADLINE SED April 29th
  • Formative assessment There will be a compulsory
    but informal pitch of chosen experience on
    Tuesday March 18th
  • CW2 development of research proposal (Printed and
    bound 1,600 words) - including reference to the
    following title, aims, context, method,
    theoretical framework
  • 40
  • DEADLINE SED May 13th

9
CW1 Essay
  • Illustrated Essay Apply a conceptual approach
    to a defined new media user experience.
  • As design students you will be expected to submit
    a hardcopy written essay that uses images to
    illustrate and support your analysis. These
    images can be original and/or sources images
    (fully referenced).
  • 2,000 words with a minimum of 3 good quality
    printed colour images (60)
  • SED DEADLINE April 29th

10
CW1 4 Steps
  • Step one
  • Choose and define an experience.
  • This might be an analogue game, entertainment
    pursuit or everyday task which you intend to make
    into a video game or interactive software.
  • It must be described as an experience, not as a
    completed design or product.
  • For example, the experience of waking up in the
    morning including your interaction with various
    hardware, like an alarm clock or toaster. The
    idea is to learn from the experience so that you
    can go on to design a software version of it.
    Illustrations might include a storyboard or
    images that represent the user experience.

11
CW1 4 Steps
  • Step two
  • Referring to the lecture notes, select a
    conceptual approach (affect, emotional design,
    user experience design, funology, flow,
    ubiquitous computing, gamification for example).
  • Clearly identify and describe how it can support
    the development of
  • (a) a theoretical understanding of the experience
  • (b) an experience that relates to a practical
    outcome (something you can design and make)
  • Include illustrations - examples of the
    experience or evidence of ethnographic research.

12
CW1 4 Steps
  • Step three
  • Evaluate the strengths and weaknesses of your
    chosen conceptual approach in terms of how it can
    be used as a research tool to better understand
    the chosen user experience.
  • For example, how useful is the concept of affect
    or ubiquitous computing to the development of a
    better understanding of user experience
  • Again, illustrations might include practical
    examples of ubi comp, for example.

13
CW1 4 Steps
  • Step four Reflect on how your conceptual
    approach responds to the notion of a third
    paradigm of human computer interaction research
  • See Harrison, Tatar and Sengers, (2007) The
    Three Paradigms of HCI, Proceedings of CHI, San
    Jose, CA,. Archived at http//people.cs.vt.edu/s
    rh/Downloads/TheThreeParadigmsofHCI.pdf
  • See McCarthy and Wright (2004) Technology as
    Experience, MIT Press
  • Read chapter one online
  • http//mitpress.mit.edu/sites/default/files/titles
    /content/9780262633550_sch_0001.pdf

14
CW1 Illustrated Essay
  • For more detail see full module guide and discuss
    with seminar tutor
  • See MS2306 Blog
  • Full Module Guide http//homepages.uel.ac.uk/T.D.
    Sampson/DocLand/MS2306/MS2306.htm

15
CW2 The Proposal (7 parts)
  • Assignment MS2306B1 Research Proposal 1,600
    words (40)
  • SED DEADLINE May 13th
  • Researching a New Media User Experience Theory
    and Practice.
  • It is very important that the proposal relates
    the research question to BOTH the proposed
    written thesis and practical project (discuss
    with seminar tutor)
  • A full research proposal agreed with your seminar
    tutor(s). This will include the seven elements
    introduced in the module.

16
CW2 The Proposal (7 parts)
  1. Research question
  2. Clear aims and objectives
  3. Specific research questions
  4. A project summary
  5. Research concepts
  6. Methodology
  7. List of references

17
CW2 The Proposal (7 parts)
  1. One research question covering both conceptual
    approach and practical outcome. The question must
    have a clearly identifiable independent and
    dependent variables.
  2. Clear aims and objectives - what you want to
    achieve and how you intend to achieve it!
  3. Specific research questions - a list of no more
    than six subsidiary questions you think your
    project will also address

18
CW2 The Proposal (7 parts)
  • 4. A project summary - a short introduction to
    your research topic which provides both a
    description of the user experience you are
    researching and context for the research say
    why it matters
  • 5. Research concepts - developing on the work you
    carried out in coursework one, what
    concepts/ideas does your project draw on? Is
    there a certain game design theory or design
    theory you intend to apply, or are you drawing on
    ideas from other disciplines, like psychology
    (affect or emotion e.g.).

19
CW2 The Proposal (7 parts)
  • 6. Methodology - Set out a clear and logical set
    of research tools (focus groups, user testing,
    prototyping, ethnography e.g.) which tests the
    variables described in your research question.
  • 7. List of references for published work you
    think you will use in the project - this list
    must evidence an extensive literature search in
    both the library and online. Books and articles
    must be credible academic texts and relate to the
    above sections.

20
MS2306 Week-by-Week
  • Four Blocks
  • User Experience
  • Concepts
  • Methods
  • Assessment (focus on proposal)

21
1. USER EXPERIENCES
USER EXPERIENCES USER EXPERIENCES USER EXPERIENCES USER EXPERIENCES
Week One 4th Feb Introduction to MS2306 Assessments New Media From HCI to User Experience TS Seminar What is Experience? Brainstorming and discussion on potential project ideas Cw1 and 2 require students to identify a user experience
Week Two 11th Feb The Three Paradigms of HCI locating your research in a shift from ergonomics to user experience TS Seminar What is Experience Two? Research Context. Locating concepts and methods in the field Prepare to pitch idea on 12th March Cw1 and 2 require students to identify a user experience and consider how to make it part of a research project
22
2. CONCEPTS
CONCEPTS CONCEPTS CONCEPTS CONCEPTS
Week Three 18th Feb New Media Concepts Affect Part One TS Seminar Testing Affect Part One Cw1 and 2 require the identification of an appropriate conceptual approach to the user experience
Week Four 25th Feb New Media Concepts - Affect Part Two TS Seminar Testing Affect Part Two Cw1 and 2 require the identification of an appropriate conceptual approach to the user experience
Week Five March 4th New Media Concepts Ubicomp part one Social Context TS Seminar Connecting concepts to project work examples from current projects Cw1 and 2 require the identification of an appropriate conceptual approach to the user experience
Week Six March 11th New Media Concepts Ubicomp part two Software Space. TS Seminar The future of interactive design video followed by discussion. Looking at project examples from past and current cohort current Level 3 Cw1 and 2 require the identification of an appropriate conceptual approach to the user experience
Week Seven March 18th The Concept of Flow SP Seminar Students pitch their user experience idea Informal/mandatory pitch of user experience Cw1 and 2 require the identification of an appropriate conceptual approach to the user experience
23
3. METHODS
METHODS METHODS METHODS METHODS
Week Eight March 25th New Media Methods Part One How method relates to the research question (variables etc) Provide examples of tools GK Level 3 presentations Focus on application of method Cw2 requires students to formulate a doable research question
Week Nine April 1st New Media Methods Part Two The Right Tools for the Right Job - focus on quantitative and qualitative methods GK Level 3 presentations Focus on application of method Cw2 requires the logical design and application of a methodology to research the user experience
24
Two Week Vacation
Week starting April 7th Vacation
week starting April 14th Vacation
25
3. METHODS Continued
Week Ten April 22nd New Media Methods Part Three Focus on Data Collection GK Level 3 presentations Focus on application of method Cw2 requires the identification of an appropriate methodological tools to research the user experience
Week Eleven April 29th New Media Methods Part Four Focus on Presentation and Analysis SP Level 3 presentations Focus on application of method Confirm Pre booked tutorials with seminar tutors (compulsory) May 7th Coursework one Deadline Essay Cw2 requires the identification of an appropriate methodological tools to research the user experience
26
4. ASSESSMENT
FOCUS ON PROPOSAL FOCUS ON PROPOSAL FOCUS ON PROPOSAL FOCUS ON PROPOSAL
Week Twelve May 6th Module evaluation Pre booked tutorials with seminar tutors (compulsory) to discuss proposals Tony and Stacey Pre booked tutorials with seminar tutors (compulsory) to discuss proposals Tony and Stacey Cw2 tutorials
Final Week May 13th Research Proposal Deadline Students must attend New Media Talk on Thursday 15th May (MMDT/IMD) and Show on Friday 16th May (all) Coursework two Deadline Research Proposal Deadline
27
User Experience Design
  • What is an experience?
  • The apprehension of an object, thought, or
    emotion through the senses or mind a child's
    first experience of snow.
  • An event or a series of events participated in
    or lived through.

28
Felt Experience
  • Experience as something that is felt
  • felt experience points to the emotional and
    sensual quality of experience.
  • McCarthy and Wright (2004) Technology as
    Experience, MIT Press http//mitpress.mit.edu/site
    s/default/files/titles/content/9780262633550_sch_0
    001.pdf

29
Technology as Experience?
30
(No Transcript)
31
Technology as Experience
  • Why, for so long, have the designers of
    interactive computer systems failed to grasp the
    importance of experience?

32
Begins with Ergonomics
  • Definition
  • The applied science of equipment design, as for
    the workplace, intended to maximize productivity
    by reducing operator fatigue and discomfort.

33
Ergonomics
  • General ergonomic principles which apply to the
    design of dialogues between humans and
    information systems (ISO 9241-1102006)
  • See ISO website http//www.iso.org/iso/iso_catalo
    gue/catalogue_tc/catalogue_detail.htm?csnumber380
    09
  1. Suitability for the task
  2. Suitability for learning
  3. Suitability for individualisation
  4. Conformity with user expectations
  5. Self descriptiveness
  6. Controllability
  7. Error tolerance

http//www.system-concepts.com/
34
Human Computer Interaction (HCI)
  • Grew out of engineering, industrial design and
    computer science in 1970s

35
  • HCI collaborates with psychology focusing on the
    cognitive processes of perception, attention,
    memory, learning and goals (action)

36
The history of the user in HCI
  • 1970s-1980s
  • User as a cog in a rational machine and a
    source of error.
  • 1980s-1990s
  • User as a social actor.
  • 1990s-to date
  • User as a consumer.
  • (See Kuutti (2001) cited in McCarthy and Wright
    (2004) Technology as Experience, MIT Press
    http//mitpress.mit.edu/sites/default/files/titles
    /content/9780262633550_sch_0001.pdf

37
User as a Cog in a Rational Machine
38
User as a Social Actor
Lucy Suchman, 1987 (influence of sociology on
HCI) Ethnographic studies of humans and technology
Don Norman 1988
See slides on Normans seven stages
http//courses.cs.vt.edu/cs3724/summer2-03somerve
ll/lectures/cs3724-stagesofaction.pdf
39
Why focus on the user?
  • usability is a necessary condition for
    survival. If a website is difficult to use,
    people leave.
  • Clear Purpose
  • Easy to Navigate
  • Legibility
  • There are plenty of other websites available
    leaving is the first line of defense when users
    encounter a difficulty.
  • (Nielsen, cited on the useit.com website
    http//www.useit.com/alertbox/20030825.html)

40
Usability (User Centred Design)
  • Research User Requirements
  • Testable user actions of usability that can be
    measured (See Bennett (1984)
    and Shackel (1990) in Stone et al).

(See chapter 6 of Stone et al (2005) User
Interface Design and Evaluation (Morgan Kaufmann)
http//www.elsevierdirect.com/companion.jsp?ISBN
9780120884360
41
Four Heuristic ConceptsBennett (1984) and
Shackel (1990)
Learnability The time and effort required to reach a specified level of use performance (also described as ease of learning).
Throughput The tasks accomplished by experienced users, the speed of task execution and the errors made (also described as ease of use).
Flexibility The extent to which the system can accommodate changes to the tasks and environments beyond those first specified.
Attitude The positive attitude engendered in users by the application.
42
Concepts updated by Nielson

Learnability How easy is it for users to accomplish basic tasks the first time they encounter the design?
Efficiency Once users have learned the design, how quickly can they perform tasks?
Memorability When users return to the design after a period of not using it, how easily can they re-establish proficiency?
Errors How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
Satisfaction How pleasant is it to use the design?
43
Measurement Criteria (Tyldesley, 1988)
  • 1. Time to complete task.
  • 2. Percentage of task completed.
  • 3. Percentage of task completed per unit time
    (speed metric).
  • 4. Ratio of successes to failures.
  • 5. Time spent on errors.
  • 6. Percentage or number of errors.
  • 7. Percentage or number of competitors that do
    this better than current product.
  • 8. Number of commands used.
  • 9. Frequency of help or documentation use.
  • 10. Time spent using help or documentation.
  • 11. Percentage of favourable to unfavourable user
    commands.
  • (See chapter 6 of Stone et al (2005) User
    Interface Design and Evaluation (Morgan Kaufmann)
    http//www.elsevierdirect.com/companions/978012088
    4360/casestudies/Chapter_06.pdf

44
Measurement Criteria (Tyldesley, 1988)
  • 12. Number of repetitions of failed commands.
  • 13. Number of runs of successes and of failures.
  • 14. Number of times the interface misleads the
    user.
  • 15. Number of good and bad features recalled by
    users.
  • 16. Number of available commands not invoked.
  • 17. Number of regressive behaviors.
  • 18. Number of users preferring your system.
  • 19. Number of times users need to work around a
    problem.
  • 20. Number of times the user is disrupted from a
    work task.
  • 21. Number of times the user loses control of the
    system.
  • 22. Number of times the user expresses
    frustration or satisfaction.
  • (See chapter 6 of Stone et al (2005) User
    Interface Design and Evaluation (Morgan Kaufmann)
    http//www.elsevierdirect.com/companions/978012088
    4360/casestudies/Chapter_06.pdf

45
Morae
46
A New Paradigm?
McCarthy and Wright (2004) Technology as
Experience, MIT Press Read chapter one online
http//mitpress.mit.edu/sites/default/files/title
s/content/9780262633550_sch_0001.pdf
47
User as a Consumerfocus on consumer experience
  • Strong penetration of computers into the home
  • Dotcom Boom
  • Games industry
  • Wireless
  • Mobile
  • Ubiquitous computing

48
IBM UX concept cited in McCarthy and Wright See
also http//www-01.ibm.com/software/ucd/designconc
epts/whatisUXD.html
49
The Experience of Living with Technology
  • A man who works in a library is having a normal
    working day checking books in and out, helping
    people find the author they were looking for,
    organizing inter-library loans, and so on. Then
    he receives a mobile phone text message from a
    friend who is visiting New Zealand. It is a short
    message, no more than 160 characters, yet it
    feels like a very personal, intimate contacta
    hug or an affectionate touch. He is moved to send
    a reply. It is even shorter than the message he
    had received, and it is in a personal, intimate
    style not typical of him. For a moment, the two
    friends, though a world apart, feel intensely
    present to each other.
  • (See chapter one of McCarthy and Wright (2004)
    Technology as Experience, MIT Press)
    http//mitpress.mit.edu/sites/default/files/titles
    /content/9780262633550_sch_0001.pdf

50
  • A father comes home from work. As he rushes into
    the hall, he keys in the password to disable his
    house alarm. His daughter comes in behind him. He
    needs to get the dinner prepared, so he switches
    on the computer in the study for his daughter and
    sets up her favorite game for her. Once she is
    settled in, he goes to the kitchen, prepares the
    food, and places it in the oven. He listens to
    his phone messages while doing this. Eventually
    he sets the temperature and timer and leaves the
    food to cook. As he passes down the hallway to
    the sitting room, he pops his head into the
    study. His daughter asks him to play with her.
    Back in two minutes love. In the sitting room,
    he programs the VCR to record a drama that he and
    his wife want to watch later. Now he is heading
    for the study to play his daughters computer
    game with her.

51
Proposition
  • We should try to interpret the relationship
    between people and technology in terms of the
    felt life and the felt or emotional quality of
    action and interaction.

52
Reading for Next Week Harrison, S., D. Tatar,
and P. Sengers, The Three Paradigms of HCI,
Proceedings of CHI 2007 McCarthy and Wright
(2004) Technology as Experience, MIT PressRead
chapter one online http//mitpress.mit.edu/sites
/default/files/titles/content/9780262633550_sch_00
01.pdf
53
Seminar 1
  • What is Felt Experience?
  • Look at the examples offered by McCarthy and
    Wright and in groups discuss your experiences of
    living with technology
  • Can these experiences be measured by usability
    heuristics alone? Discuss.
  • How might you research these experiences?
  • Brainstorming and group discussion on potential
    experiences you can use for cw1 and cw2 focus
    on the felt or emotional quality of action and
    interaction

54
The Experience of Living with Technology
  • (See chapter one of McCarthy and Wright (2004)
    Technology as Experience, MIT Press
    http//mitpress.mit.edu/books/chapters/0262134470c
    hap1.pdf
  • A man who works in a library is having a normal
    working day checking books in and out, helping
    people find the author they were looking for,
    organizing inter-library loans, and so on. Then
    he receives a mobile phone text message from a
    friend who is visiting New Zealand. It is a short
    message, no more than 160 characters, yet it
    feels like a very personal, intimate contacta
    hug or an affectionate touch. He is moved to send
    a reply. It is even shorter than the message he
    had received, and it is in a personal, intimate
    style not typical of him. For a moment, the two
    friends, though a world apart, feel intensely
    present to each other.

55
  • A nurse has just spent an hour caring for an
    extremely ill patient. Having ministered to the
    patients medical needs, she sat with him for a
    time, encouraged him to eat some yogurt, talked
    to him about his family, and helped him to get
    more comfortable in the bed. As she walks back to
    her station she feels sad for the patient, who
    has by now become something of a friend. Still
    involved with that patient, she starts to write
    up her notes from her morning rounds, recording
    carefully any changes in condition and any
    medication that she has administered. She is
    comfortable doing that. It feels like a few
    moments quiet time reflecting on her patients,
    how they are, what she is doing, and what more
    she can do for them. But now she must enter the
    relevant patient movement and bed management data
    on the hospitals information system. Which
    patients are moving to another ward in the
    hospital? Are any patients due to move into this
    ward?
  • Who is due to be discharged? Who is due for a
    procedure in the next 24 hours? Bed vacancies?
    What drugs have been administered, and to whom?
    It takes only 10 minutes twice a day, but this
    really frustrates her. She feels she is being
    taken away from her patients. This is time she
    could be spending with them. She feels this
    information system has nothing to do with her
    work.

56
  • A father comes home from work. As he rushes into
    the hall, he keys in the password to disable his
    house alarm. His daughter comes in behind him. He
    needs to get the dinner prepared, so he switches
    on the computer in the study for his daughter and
    sets up her favorite game for her. Once she is
    settled in, he goes to the kitchen, prepares the
    food, and places it in the oven. He listens to
    his phone messages while doing this. Eventually
    he sets the temperature and timer and leaves the
    food to cook. As he passes down the hallway to
    the sitting room, he pops his head into the
    study. His daughter asks him to play with her.
    Back in two minutes love. In the sitting room,
    he programs the VCR to record a drama that he and
    his wife want to watch later. Now he is heading
    for the study to play his daughters computer
    game with her.

57
McCarthy and Wrights answer
  • It is no longer considered sufficient to produce
    a computer system that is effective, flexible,
    learnable, and satisfying to usethe
    characteristics of usability according to Shackel
    (1990)it must now also be useful in the lives of
    those using it.
  • The hospital information system mentioned above
    may have been technically state-of-the-art and
    may have been highly usable, but it was not
    experienced as useful by a nurse who wanted to
    get on with caring for her patients. In contrast,
    the tools for text messaging in many mobile
    phones would win no prizes for usability, yet
    text messaging is experienced by many adults and
    teenagers as instrumentally and expressively
    useful (Katz and Aakhus 2002). It augments
    peoples ability to organize complex and busy
    work, family, and social lives. For many it also
    provides an opportunity to express themselves,
    their feelings and emotions, in ways not
    previously available to them.

58
Proposition
  • We should try to interpret the relationship
    between people and technology in terms of the
    felt life and the felt or emotional quality of
    action and interaction.

59
  • Reading for Next Week Harrison, S., D. Tatar,
    and P. Sengers, The Three Paradigms of HCI,
    Proceedings of CHI 2007
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