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Introduction. Experiments in HCI. We do experiments in Human-Computer Interaction because we want to know ... Is product A better than product B? What is good and bad about X? Testing design principles and methods Etc. etc. . Experiments in HCI. Experimentation in HCI is all about
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Experiments in HCI • We do experiments in Human-Computer Interaction because we want to know ... • Is product A better than product B? • What is good and bad about X? • Testing design principles and methods • Etc. etc.
Experiments in HCI • Experimentation in HCI is all about people • As they will use the products we develop • But we also – less often - do experiments without human involvement • e.g. testing software capabilities • Strictly speaking this is not HCI, but usually a people-oriented aim
Experiments in HCI • Raw materials for experiments: • People • On their own horribly complex and varied things to test • ... And we usually run tests with groups of people! • Computer interfaces • And software, experiences, designs, art, etc. etc.
Experiments in HCI • People as objects of study: • People are different • Skills, knowledge, expertise • Tiredness, illness, motivation • They think and learn • => highvariability in experimental results • => hard to obtain significantresults
Experiments in HCI • People are also subject to complex effects, that are hard to control for (measure the effect of) in experiments • Time of day effects • Tiredness, post-lunch dip, etc. • Transfer effects • Learning and interference
Experiments in HCI • Other problem is that of context: Experiments can be done in the field or the laboratory • Each their own strengths and weaknesses • Since we usually involve groups of people, we have problems with accounting for the effect of social dynamics • ... and group relationships – how do they impact on what we want to measure?
Experiments in HCI • Finding subjects for experiments is (also) challenging • Nearly always, we have specific criteria that we would like participants to fulfill • Females, age 30+, driving a powder-blue prius, who likes liqourice • Often we do not have the money to pay people, so hard to get the right ones • This leads to the problem of most Psychology and HCI experimental research being done with Psychology and Computer Science undergraduate students • But how representative are they of the target population we are interested in?
”Statistics is the least of your problems!” Alan Dix, ”Avoiding Damned Lies”
Statistics • Statistics is a tool for analyzing data from experiments and deriving meaning from them • Statistics is a logical process – each type of problem has one or more statistical methods that can be employed • If you can identify the problem, you can find the statistical test to use • Finding help/guides for statistical tests is pretty easy
Statistics • Statistics is primarily used when we are looking for ”broad and shallow” results • Using surveys, data logging, large experiments • When using quantitative methods (i.e. Getting numbers as data) • If we want meaning – in-debt knowledge about just a few subjects, we use qualitative methods (numbers as data) • Video logs, not post-task walkthroughs, anecdotal evidence, etc.
Statistics • If we want to conclude... ”95% of users had problem X” - we use statistics ”Problem X happens for this reason ...” - we use qualitative methods Ideally both! Backup the quantitative data with qualitative – give meaning to the numbers! When I grow up, I want to be a HMW
Statistics • Statistics are an incredibly powerful tool for an HCI person (interaction design, usability, whatever ...) • In this course, focus on applying statistical methods to analyze experimental data • Somequalitativemethodsalso, but mostly this is in the course Target Group Analysis
The rest of the lecture • Practical information about the course • Course objectives • Course textbooks • Course plan • Exercise: • Table-top hockey experiment
About your course convener • Center for Computer Games Research • Mostly teaches at DDK-line • Empirical researcher: Science by experimentation • Mostly focused on experiments with humans (annoying bastards!) • User experience analysis in interactive applications • Games, websites, etc.
Practical information • Lectures Wednesday 10-12 in room: 4A22 • Exercises Wednesdays 13-15 in room: 4A58 • Exercises starts at 13.00 – ends at 15.00 (you can stay longer if you wish!) • Handouts for exercises on the course website (generally the week before): http://experimentdesign.wordpress.com
Things to know ... • Read the course handbook carefully – it contains important information (it is available on the website) • On the website you will find handouts, exercise guides and other documents used in the course, as well as updates and messages from the course convener: http://experimentdesign.wordpress.com
Aims of the course: • Basic grounding in research skills and research methodology • Designing and running experiments • Data analysis using statistics, SPSS and Excel • Writing up studies using standard presentation conventions • Designing questionnaires and fielding surveys • Ethics in research • Laws of interaction design
Course textbook: Will also be used: Sage, 2006 Field and Hole (2003). Sage publications. Field (2005). Sage publications
Don´t loose your textbook • You will be using it throughout the course
Other good statistics textbooks: Pearson / Prentice Hall 2005 Pearson / Prentice Hall 2004
Exam and assessment • The course will be assessed 100% via the final exam • Exam is written, with aids, on a PC, but minus internet access. • Exam will focus on testing your understanding of the principles taught in the course • It will focus on problem solving and thinking, not remembering the curriculum word by word • Note that changes may happen … • During the course there will be an assortment of assignments, some to be handed in, some to present, during the semester • These do not count towards your grade • Without doing them you will learn nothing …
Getting assistance • This is a method course, which can be intimidating • If you need help, get help – problems are easier to fix early on • Primary help: Ask you co-students and the people in your group • Secondary: Contact the course convener during office hours • Office hours: Thursday 10.30-12.00, Monday 10-30-12. Room 4B06. • DO NOT disturb outside office hours
Reading • Each week there will be some core reading • From Field & Hole • Or from the compendium • Some weeks there is also optional reading suggested – strongly encouraged that you read this • (I will be watching you ...)
Plagiarism and collusion • Plagiarism: Passing of someone else´s work or ideas as your own. • Don´t do it – risk being expelled or taking the course again • Collusion: Working with someone else and claiming that the jointly-produced work is entirely your own • Important point: When NOT working in groups, your work must be unique to you
Tabletop hockey experiment • Aims: • To show you how experiments work in practice • The de-mystify the process
Outline • Testing how far an improvised hockey puck travels under different conditions • Two factors (or conditions) are involved: • Shot type • Puck placement along stick • Each factor has two levels (or values): • Shot type: Wrist shot, slap shot • Puck placement: Near end of stick, middle of stick
Outline • So we have 2 factors with 2 levels: This is called a ”two level factorial design” – a very traditional experiment design in engineering sciences • The aim is to test all possible combinations of factors and levels – here 4:
Outline • In order to make sure our results are valid, we need to run each combination multiple times • Do 10 shots with each combination. Record distance travelled for each shot • Make sure you set up each shot exactly according to the guidelines – otherwise you introduce experimental error
Outline • Follow the experimental procedure in the handout • The handout is on the course website: www.experimentdesign.wordpress.com • Follow the guidelines for how to analyze the experimental data + answer the questions given • When everyone are done we will discuss the results jointly in class