Participatory Design in a Human-Computer Interaction Course: Teaching Ethnography Methods to Computer Scientists - PowerPoint PPT Presentation

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Participatory Design in a Human-Computer Interaction Course: Teaching Ethnography Methods to Computer Scientists

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Title: Participatory Design in a Human-Computer Interaction Course: Teaching Ethnography Methods to Computer Scientists


1
Participatory Design in a Human-Computer
Interaction CourseTeaching Ethnography Methods
to Computer Scientists
  • Dr. Jerry Weinberg
  • Southern Illinois University Edwardsville
  • Dr. Mary Stephen
  • Saint Louis University
  • Supported by a grant from the National Science
    Foundation

2
Programs are used by somebody
  • Designing for human hardware/software
    capabilities and limitations (Human-Factors)
  • Short term memory Millers magic number
  • Long term memory recognition vs. recall
  • Limits of perception color pollution
  • Designing for how the user thinks about the tasks
    the application is supporting (Psychology
    Sociology)
  • How do they organize the work?
  • What strategies do they use to accomplish tasks?
  • How is information recorded and communicated?
  • What is their conceptual model?

3
Overall Goal
  • Develop a learning experience for User Center
    Design
  • learn and practice methods for collecting user
    data
  • Particularly from non-technical users
  • modeling user data and recognizing design
    implications
  • designing from the data
  • Present practice Ethnographic Techniques
  • Team design project that encompasses entire
    process from gathering data to prototyping an
    application
  • Students from lower division courses become
    potential users of the project application
  • Create a lab environment for team design
    activities and user interaction

4
Overview
  • Motivating User Centered Design
  • Course Overview
  • Exercises for Teaching Ethnography
  • Putting it into Practice
  • Results of the Course

5
The Myth of Commonsense User-Friendliness
  • Example from Interface Hall of Shame
  • www.iarchitect.com/mfame.htm

HTML Checker Version 1
Version 2
Potential Design
6
Usability Tests Simple Task Made Difficult
  • Purchase St. Louis Cardinal Tickets for a family
    of four 2 adults and 2 children. One child is
    under the age of 10. Get the best seats possible
    for the game on July 10th.
  • The Faculty Technology Center at SIUE provides
    help to faculty members who want to use computer
    technology in their courses. Find out what hours
    they are open during the week.

7
The Designer/Programmer
  • As a computer professional, they are most likely
    going to be both the designer and programmer of a
    system.
  • Poor design results in non-use, mis-use, abuse,
    and (potentially severe) errors
  • CACM Inside Risks

Case of the Tell-Tale Heart
8
Participatory Design Methods
  • Participatory design methods create situations in
    which the user becomes a partner in the design
    process.
  • User-Centered Design Landauer
  • Human-Centered Systems Flanagan, Huang, Jones,
    and Kasif
  • Participatory Design Muller and Kuhn
  • Contextual Design Beyer and Holtzblatt

9
Overview of Contextual Design
  • Contextual Inquiry
  • Gathering raw data
  • Ethnographic Techniques interviewing,
    observation, and field notes
  • Work modeling
  • Visual representations of work
  • Consolidation
  • Drawing conclusions about the general population
    of users from individuals
  • Visioning
  • Brainstorming solutions
  • User Environment Design
  • System Blueprint and interface specification
  • Paper Prototyping
  • Lo-fidelity testing of interfaces

10
HCI Course Description
  • Covers human aspects of interaction design, on
    technological aspects of interface design, and
    design methodologies.
  • 15 week, required course
  • Prerequisite is Interaction Programming that
    teaches students a GUI programming environment.
  • Course is usually taken in the junior year prior
    to the Senior Project course
  • Enrollment is between 15 and 30

11
What Is Ethnography?
  • Research technique that involves study of people
    within natural setting in order to understand
    what is happening within that setting.

12
Characteristics
  • Researcher is instrument for gathering data
  • Sources of data
  • Observations
  • Interviews
  • Artifacts (documents)
  • Questionnaires

13
Relationship to Contextual Design
  • Ethnography Skills Used
  • Interview users
  • Examine artifacts
  • Prepare field notes
  • Observe users during paper prototyping
  • Analyze data to build models

14
Interview Example
Click to play
15
Sample Exercises
  • Interview another student about his/her job.
    Students videotaped pairs of students doing
    interviews and then critiqued the interviews.
  • Observe someone working in a public area for 10
    minutes. Record field notes related to
    observation.

16
Term-long Design Project
  • Teams of 3-4 Students
  • Real potential users
  • Volunteers from lower division courses
  • Universal task (e.g. electronic organizer)
  • Project milestones
  • Work models and consolidation models
  • Paper prototyping
  • High-fidelity prototype

17
Work Modeling
Different aspects of the Users Work
18
Paper Prototypes
19
Paper Prototypes
Click to play
Click to play
Click to play
Click to play
20
Hi-Fi Prototypes
21
Human-Computer InteractionSoftware Design
Usability Testing Lab
Designed with the aid of St. Louis
Companies Edward-Jones Tripos Master-Card ACM
GatewayCHI
22
Design War Room
  • Writing Walls with Metal Backing
  • Poster sized paper for models design ideas
  • Magnets allow multiple teams to use as a War
    Room

23
Design War Room
Click to play
  • Working-on-the-Wall
  • Create a shared understanding
  • Immersion in the data Walking the Wall
  • Group Memory

24
User Interaction Room
  • User Interviewing
  • Paper Prototyping
  • Usability Testing
  • Cameras for observation and videotaping
  • Monitor in Design War Room is slaved to users
    computer

25
Evaluation
  • The project looks at two general questions with
    respect to the HCI students
  • 1. How well do the course material and lab
    experiences translate to an understanding of
    design principles and practices?
  • 2. How well does the HCI students understanding
    of design principles and practices relate to
    their actual design practices.

26
Data Sources
  • Questionnaires
  • Student interviews
  • Analysis of videotapes of students working on
    projects
  • Following students in senior project course using
    interviews, questionnaires, and analysis of
    project materials.

27
Findings to Date
  • Students rated ethnographic skills activities as
    very useful for the senior project.
  • Students with work experience in computing
    reported viewing their jobs differently after the
    course.

28
I made the transition at work from being a
software engineer to a software designer. I
didnt know there was a difference between the
two job titles. Now I do.
29
I had an internship and all I did was sit in a
cubicle and code all day. They kept telling me
that that was all there was to it sit in a
cubicle and code, and I was really disappointed.
So, when I got to this class, it was a relief to
me because I realized thats not all there is to
it. I had hoped there was a way you could work
with people but I had no idea it was so intense
with the interviews and all.
30
  • All teams in revised curriculum completed all
    phases of term-long design project.
  • Not case before revised curriculum implemented.
  • Division of Labor Approach vs. Working on the
    Wall Approach
  • Traditional students reported no previous
    experience with a group projects, and initially
    reported discomfort at the prospect of a group
    project. At the conclusion of group project, all
    students rated the experience of working in teams
    very highly.

31
  • No detectable difference between outcomes during
    semester with HCI lab available and semester
    without HCI lab available.
  • Students in HCI course and senior project course
    used lab once lab completed.
  • All students valued lab.
  • Having lab is important, but redesigned course
    can be taught even if HCI lab not available.
  • Video camera and quiet corner

32
  • Senior project teams used interviewing and paper
    prototyping. Not all teams constructed work
    models or consolidated model.
  • Instructor bias influences design process.

33
Sample Course Materials Available Soon
  • www.cs.siue.edu/hci
  • Course Materials
  • Slides with interviewing technique video clips
  • Sample Exercises and Example Projects
  • Example work models
  • Video Tape on Paper Prototyping Card Sorting
    (Currently Available)
  • Links to HCI Resources
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