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Trends in UCD

Trends in UCD. HCDE 518 Autumn 2011. With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry. Agenda. Announcements Sketching Critiques Discussion: Readings & Future of HCI Break Lecture: Design specs Break P3 demos. Announcements, Questions.

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Trends in UCD

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  1. Trends in UCD HCDE 518 Autumn 2011 With credit to Jake Wobbrock, Dave Hendry, Andy Ko, Jennifer Turns, & Mark Zachry

  2. Agenda • Announcements • Sketching Critiques • Discussion: Readings & Future of HCI • Break • Lecture: Design specs • Break • P3 demos

  3. Announcements, Questions • P3, R8, S8 due today • A3 returned • Questions?

  4. Sketching Critiques – 20 minutes • Break into groups of 3 people • Take turns showing and explaining your 3 sketches with each other • Critics should offer advice and feedback about the idea • Strengths, Weaknesses, Originality, Feasibility • Sketcher: take notes about what feedback was offered • Critic: be critical, but constructive and courteous! • Each critic should sign and date the page after the sketches

  5. Trends in UCD discussion

  6. Readings • Sears, A. and Jacko, J. (2008) Future trends in human-computer interaction. The Human-Computer Interaction Handbook, A. Sears, J.A. Jacko (eds). Mahwah, NJ: Lawrence Erlbaum, pp. 1281-1290. • Mao, J.Y., Vredenburg, K. Smith, P.W. Carey, T. (2005). The state of user-centered design practice. Commun. ACM 48, 3 (March 2005), 105-109. • Norman, D.A. 2005. Human-centered design considered harmful. interactions 12, 4 (July 2005), 14-19. • SKIM: Spinuzzi, C. (2005). The methodology of participatory design. Technical Communication, 52(2), 163–74. • OPTIONAL: Hendry, D.G. (2008). Public participation in proprietary software development through user roles and discourse. Int. J. Hum.-Comput. Stud. 66, (7), 545-557.

  7. State of User Centered Design Practice (Mao et al.)

  8. HCD Considered Harmful (Norman) • Activity Centered Design • Definition? Example? • Do people always adapt to the technology? • Can you think of examples/counter examples? • When is HCD/UCD the right way to go? When is it not? • Other thoughts and reactions?

  9. Participatory Design (Spinuzzi) • What is it? • Why should you do it? • What advantages? • What disadvantages?

  10. BREAK – 10 MINUTES

  11. Future Trends (Sears & Jacko) • Six questions to 5 members of the HCI community • What are HCI’s 3 grand challenges? • What are the three most important relevant results from the last 10 years? • What are the exciting emerging domains? • Most innovative changes in next 5 years? • What do educators need to change? • What is the future?

  12. Grand Challenges • Carroll • Organizational issues, Ubicomp, End user programming, Collaboration • Ogawa • Integration of telecom & broadcast, HCI for mobile appliances, communication tools (“cyberspace”) • Rau • Make HCI profitable, new methodologies, impact user experience (e.g., “killer apps”) • Salvendy • Science base for HCI, comprehensive education program, push the needed technology • Stephanidis • Universal access, HCI theories and methodologies, digitization of HCI practices • Kientz • Scaling novel computing technologies, personalizing technologies in meaningful ways, supporting activities and long-term goals

  13. Important Results • Carroll • Interactive information visualization, collaboration via the web, powerful information retrieval tools • Ogawa • Universal designs, portable devices, dispatching individual information (e.g., blogs and homepages) • Rau • Website usability, UIs for handheld devices, cellphones & mp3 players • Salvendy • Concepts, metaphors, and tools; visualization, adaptive interfaces • Stephanidis • User-centered approach to design, computer accessibility, user interface personalization • Kientz • Usable mobile devices and always-on internet (e.g., iPhone), sensing activities of human behavior, shift to engaging user experiences rather than goal-oriented tasks

  14. Exciting Emerging Domains • Carroll • Security and privacy, universal accessibility, applications (e.g., healthcare), affect • Ogawa • Portable devices for elderly, search functions • Rau • Emotional design, computer games, smart environments, cross-cultural designs, fun • Salvendy • Nanotechnology, different cultures, system science • Stephanidis • Services, multimodal interaction, cooperation, access to information, robots • Kientz • Healthcare (especially preventive health and public health), games with a purpose, ubiquitous computing

  15. Innovative Changes of next 5 years • Carroll • Cell phones, agents • Ogawa • Agents/robots • Rau • Wearable & ubiquitous computing • Salvendy • Disappearing computer, miniaturized computing systems, intelligent interfaces • Stephanidis • Mobile interaction, home environment, biometrics • Kientz • Personalization of computing, activity-based computing

  16. Visions of the Future • Where will human-computer interaction be in • 10 years? • 25 years? • 50 years?

  17. Apple’s Knowledge Navigator • http://www.youtube.com/watch?v=hb4AzF6wEoc

  18. Microsoft Labs’ Visions of the Future • Productivity: • http://www.youtube.com/watch?v=8Ff7SzP4gfg • Manufacturing: • http://www.youtube.com/watch?v=Ml5Bi9SvdPw • Health Care: • http://www.youtube.com/watch?v=V35Kv6-ZNGA • Retail: • http://www.youtube.com/watch?v=AJL_oivIMhQ • Banking: • http://www.youtube.com/watch?v=JdJArfPthwY • Home: • http://www.youtube.com/watch?v=1VuQeR-N8nE

  19. Minority Report Vision • http://www.youtube.com/watch?v=NwVBzx0LMNQ

  20. Class Activity: Envisioning the future • In small groups, come up with YOUR answers to three of the questions posed by Sears & Jacko • What are HCD's grand challenges? • What are exciting emerging domains? • What are the innovative changes of next 5 years? • Spend 10 minutes, then we'll share

  21. Design specs(Sit with your project groups)

  22. Design Specifications • Give enough detail about the design for engineers to be able to build it • Describe and justify major design decisions • Convince the reader of the merit of each decision • Include any limitations – in the actual design or its scope • Anticipate questions about your design • No standard format or content • P4 requirements are based on good practice

  23. 1. Who the intended audience for the document is. • Know your audience • Who is your audience? • For P4: engineers • Who else might be your audience?

  24. 2. A clear description of the design problem. • In your project groups, read section 1, “The Problem” • Discuss how Travis presented the design problem and how he made the goals of his design really clear. • Think about: • The language/writing style • How he breaks the problem down • How he introduces his key points

  25. 3. A clear description of the project scope. • What do we mean by “project scope”? • What do we mean by “what parts of the design are left unspecified”? • A lot of things will be outside the scope of your project. What's worth mentioning?

  26. 3. A clear description of the project scope. • In your project groups, discuss your project scope • What's in the scope, what's been left unspecified • Be ready to report back to the class: • The scope of your project (in one sentence) • One example of something that’s outside the scope of your project

  27. 4. Details about every major design decision within your project scope. • Step 1: make a list of the major design decisions. • Step 2: give details on every item on your list • Use pictures, screenshots or diagrams where they can help the reader understand your design • Creativity is welcomed as long as: • It’s obvious what the major design decisions are • An engineer would be able to build your design based on your description

  28. 4. Details about every major design decision within your project scope. • In your group, make a list of all of the major design decisions within your project scope. • Discuss how you will present the details of those decisions. • e.g. Will you use personas and scenarios? • Will you do something completely different? What will that be? • Will you use images? What kind of images?

  29. 5. Rationale for every design decision that may influence your solution’s effectiveness • After you've given the details of your design, explain the reasons behind your design. • Include your user research, results of your user tests, and design principles covered in course readings and lectures.

  30. Presentation • Basic principles to work from: • Show images of visual elements of your design, don't describe them. • Explain processes with diagrams. A good diagram will visually convey the process using as few words as possible. • You can test the effectiveness of your diagrams by showing them to someone who is not familiar with your project.

  31. P3 demos

  32. Demo Order

  33. Next Class • Wednesday, December 7th • Final Presentations, Course-Wrap Up • Upcoming Work • Sketching reflection • P4 presentation • P4 design spec

  34. GROUP WORK TIME

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