09:00 - 10:00 |
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Choice and Decision Making for HCI - CourseAnthony Jameson German Research Institute for Artificial Intelligence (DFKI) Abstract » People are constantly making small choices and larger decisions about their use of computing technology, such as: "Shall I use this new application as a replacement for my current one?" "Should I bother to configure the new application to suit my preferences?" "Shall I make a contribution to this on-line community?" "If so, which of the two available methods should I use?" The processes by which users arrive at these choices and decisions can take many different forms and depend on a wide range of factors, such as previous learning and habit formation, mental models, values and goals, the current context, social influence, and details of interface design. This course offers a synthesis of relevant research in psychology and HCI that will enable you to analyse systematically the choices made by the users that you study. This type of analysis will be useful in the design and interpretation of studies that involve users' choices and in the generation of strategies for enabling users to make better choices. |
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Understanding Users in Context: Fieldwork in User-Centered Design - CourseSusan M Dray Dray & Associates, Inc.,
David A Siegel Dray & Associates, Inc. Abstract » In this class, you will learn how to plan for and carry out studies of users in the field. Rather than teaching a single way to do field research, we provide you with the tools to think critically about the many planning and methodological choices you will have to make. You will watch videos of a variety of user research sessions where we have used a variety of techniques including Contextual Inquiry and Artifact Walkthrough. This is a significant update of a highly rated tutorial from many past CHI conferences. In this class, you will: • Learn how field research complements other User-Centered Design (UCD) techniques • Learn what it takes to make fieldwork more than just "anecdote collecting." • Learn fine points of four data-gathering techniques o Naturalistic Observation o Contextual Inquiry o Artifact Walkthroughs o Naturalistic Usability Evaluation • Identify next steps for data analysis • Learn when and how to apply these tools to user-centered design This hands-on session is aimed at practitioners doing, planning, and leading field research, including developers, designers, and managers who are responsible for user experience or user requirements identification. This is an introductory to intermediate level tutorial. It will be useful for beginners in fieldwork, as well as those with some experience who want to broaden their knowledge of approaches. |
Designing Social TV and Social Communications for the Home - CourseDavid Geerts K.U.Leuven IBBT,
Pablo Cesar CWI Abstract » Social television and social communications for the home constitute a fundamental shift on how people interact and socialize. Web sites are combining streaming video with social media such as Facebook and Twitter, Boxee has already launched its set-top box and Google TV has been announced. According to CISCO, Internet video and video communications will be the two major generators of data traffic in the future, and MIT lists social TV as one of the 10 emerging technologies for 2010. The purpose of this course is to provide an overview on current developments and its implications for the CHI community. By exploring in detail the design and evaluation of existing social communication applications for the home, the attendees will come to a deeper understanding of the strengths and weaknesses of them. |
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11:00 - 12:20 |
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Choice and Decision Making for HCI - CourseAnthony Jameson German Research Institute for Artificial Intelligence (DFKI) Abstract » People are constantly making small choices and larger decisions about their use of computing technology, such as: "Shall I use this new application as a replacement for my current one?" "Should I bother to configure the new application to suit my preferences?" "Shall I make a contribution to this on-line community?" "If so, which of the two available methods should I use?" The processes by which users arrive at these choices and decisions can take many different forms and depend on a wide range of factors, such as previous learning and habit formation, mental models, values and goals, the current context, social influence, and details of interface design. This course offers a synthesis of relevant research in psychology and HCI that will enable you to analyse systematically the choices made by the users that you study. This type of analysis will be useful in the design and interpretation of studies that involve users' choices and in the generation of strategies for enabling users to make better choices. |
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Understanding Users in Context: Fieldwork in User-Centered Design - CourseSusan M Dray Dray & Associates, Inc.,
David A Siegel Dray & Associates, Inc. Abstract » In this class, you will learn how to plan for and carry out studies of users in the field. Rather than teaching a single way to do field research, we provide you with the tools to think critically about the many planning and methodological choices you will have to make. You will watch videos of a variety of user research sessions where we have used a variety of techniques including Contextual Inquiry and Artifact Walkthrough. This is a significant update of a highly rated tutorial from many past CHI conferences. In this class, you will: • Learn how field research complements other User-Centered Design (UCD) techniques • Learn what it takes to make fieldwork more than just "anecdote collecting." • Learn fine points of four data-gathering techniques o Naturalistic Observation o Contextual Inquiry o Artifact Walkthroughs o Naturalistic Usability Evaluation • Identify next steps for data analysis • Learn when and how to apply these tools to user-centered design This hands-on session is aimed at practitioners doing, planning, and leading field research, including developers, designers, and managers who are responsible for user experience or user requirements identification. This is an introductory to intermediate level tutorial. It will be useful for beginners in fieldwork, as well as those with some experience who want to broaden their knowledge of approaches. |
Designing Social TV and Social Communications for the Home - CourseDavid Geerts K.U.Leuven IBBT,
Pablo Cesar CWI Abstract » Social television and social communications for the home constitute a fundamental shift on how people interact and socialize. Web sites are combining streaming video with social media such as Facebook and Twitter, Boxee has already launched its set-top box and Google TV has been announced. According to CISCO, Internet video and video communications will be the two major generators of data traffic in the future, and MIT lists social TV as one of the 10 emerging technologies for 2010. The purpose of this course is to provide an overview on current developments and its implications for the CHI community. By exploring in detail the design and evaluation of existing social communication applications for the home, the attendees will come to a deeper understanding of the strengths and weaknesses of them. |
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14:00 - 15:20 |
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Designing What to Design: a Task-Focused Conceptual Model - CourseJeff Johnson UI Wizards, Inc. Abstract » Origins: Presented at UPA 2007 and CHI 2009. Features: An important early step when designing a software user interface is to design a coherent, task-focused conceptual model. Unfortunately, many designers start sketching and prototyping the UI before they understand the application at a conceptual level. The result is incoherent, overly-complex applications that expose concepts unrelated to users’ tasks. This course covers: - What conceptual models are, and how they improve the UI design process, - Perils and pitfalls of skipping a conceptual model, - Object/actions analysis, - Deliverables of Conceptual Analysis: object taxonomy, lexicon, task scenarios, object-model, - A hands-on exercise in performing Object/Actions analysis for a simple application. Audience: Software designers and developers of all experience levels. Also: usability testers and managers. Presentation: Lecture, Q&A, class small-group exercise. Instructor background: Jeff Johnson is Principal Consultant at UI Wizards, a product usability consulting firm. He has worked in HCI since 1978. After earning B.A. and Ph.D. degrees in cognitive psychology from Yale and Stanford, he worked as a UI designer/implementer, usability tester, manager, and researcher at Cromemco, Xerox, US West, Hewlett-Packard, and Sun. Since 1996 he has been a consultant and an author. He has published numerous articles and chapters on HCI. He wrote the books GUI Bloopers, Web Bloopers, and GUI Bloopers 2.0. His new book, Designing with the Mind in Mind, introduces perceptual and cognitive psychology to software developers. Instructor website: http://www.uiwizards.com |
Inspiring Mobile Interaction Design - CourseMatt Jones Swansea University,
Gary Marsden Universtity of Cape Town Abstract » For over four billion people, the mobile phone (or “cellphone”) is an essential part of everyday life. It’s a business tool to clinch important deals; a “remote control” for the real world, helping us cope with daily travel delay frustrations; a “relationship appliance” to say goodnight to loved-ones when away from home; a community device to organize political demonstrations. This course is about shifting the mobile design perspective away from “smart” phones, to people who are smart, creative, busy, or plain bored. The course will both introduce interesting and empowering mobile design philosophies, principles and methods as well as giving specific guidance on key emerging consumer application areas such as pedestrian navigation and location aware services. Our aim is to inspire attendees to strive for breathtakingly effective services. We want attendees to leave the course with a fresh perspective on their current projects and an eagerness to build a long-term better future for mobile users. This course will appeal to a broad audience. Some will be novices to the field of mobile interactive service and device design; others will be developers and researchers with experience in producing innovative work themselves. The material will also be accessible to those involved in non-technical roles such as mobile analysts and strategists. |
Understanding Users in Context: Fieldwork in User-Centered Design - CourseSusan M Dray Dray & Associates, Inc.,
David A Siegel Dray & Associates, Inc. Abstract » In this class, you will learn how to plan for and carry out studies of users in the field. Rather than teaching a single way to do field research, we provide you with the tools to think critically about the many planning and methodological choices you will have to make. You will watch videos of a variety of user research sessions where we have used a variety of techniques including Contextual Inquiry and Artifact Walkthrough. This is a significant update of a highly rated tutorial from many past CHI conferences. In this class, you will: • Learn how field research complements other User-Centered Design (UCD) techniques • Learn what it takes to make fieldwork more than just "anecdote collecting." • Learn fine points of four data-gathering techniques o Naturalistic Observation o Contextual Inquiry o Artifact Walkthroughs o Naturalistic Usability Evaluation • Identify next steps for data analysis • Learn when and how to apply these tools to user-centered design This hands-on session is aimed at practitioners doing, planning, and leading field research, including developers, designers, and managers who are responsible for user experience or user requirements identification. This is an introductory to intermediate level tutorial. It will be useful for beginners in fieldwork, as well as those with some experience who want to broaden their knowledge of approaches. |
Practical Statistics for User Research Part II - CourseJeff Sauro Oracle, Measuring Usability LLC,
Jim Lewis IBM Abstract » Benefits If you don’t measure it you can’t manage it. Usability analysis and user-research is about more than rules of thumb, good design and intuition: it’s about making better decisions with data. Did we meet our goal of a 75% completion rate? What sample size should we plan on for a survey, or for comparing product? Will five users really find 85% of all problems? Learn how to conduct and interpret appropriate statistical tests on usability data, compute sample sizes and communicate your results in easy to understand terms to stakeholders. Features -- Determine your sample size for comparing two designs, a benchmarking study, survey analysis or finding problems in an interface. -- Determine if a usability test has met or exceeded a goal (e.g. users can complete the transaction is less than 2 minutes). -- Get practice knowing what statistical test to perform and how to interpret the results (p-values and confidence intervals). Audience Open to anyone who’s interested in quantitative usability tests. Participants should be familiar with the process of conducting usability tests as well as be familiar with major statistical topics such as normal theory, confidence intervals and t-tests. Participants should also have access to Microsoft Excel to use the provided calculators. Presentation The presentation will be a mix of enthusiastic instruction, with movie-clips, pictures, demonstrations and interactive exercises all aimed at helping make the abstract topic of statistics concrete, memorable and actionable. |
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16:00 - 17:20 |
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Designing What to Design: a Task-Focused Conceptual Model - CourseJeff Johnson UI Wizards, Inc. Abstract » Origins: Presented at UPA 2007 and CHI 2009. Features: An important early step when designing a software user interface is to design a coherent, task-focused conceptual model. Unfortunately, many designers start sketching and prototyping the UI before they understand the application at a conceptual level. The result is incoherent, overly-complex applications that expose concepts unrelated to users’ tasks. This course covers: - What conceptual models are, and how they improve the UI design process, - Perils and pitfalls of skipping a conceptual model, - Object/actions analysis, - Deliverables of Conceptual Analysis: object taxonomy, lexicon, task scenarios, object-model, - A hands-on exercise in performing Object/Actions analysis for a simple application. Audience: Software designers and developers of all experience levels. Also: usability testers and managers. Presentation: Lecture, Q&A, class small-group exercise. Instructor background: Jeff Johnson is Principal Consultant at UI Wizards, a product usability consulting firm. He has worked in HCI since 1978. After earning B.A. and Ph.D. degrees in cognitive psychology from Yale and Stanford, he worked as a UI designer/implementer, usability tester, manager, and researcher at Cromemco, Xerox, US West, Hewlett-Packard, and Sun. Since 1996 he has been a consultant and an author. He has published numerous articles and chapters on HCI. He wrote the books GUI Bloopers, Web Bloopers, and GUI Bloopers 2.0. His new book, Designing with the Mind in Mind, introduces perceptual and cognitive psychology to software developers. Instructor website: http://www.uiwizards.com |
Inspiring Mobile Interaction Design - CourseMatt Jones Swansea University,
Gary Marsden Universtity of Cape Town Abstract » For over four billion people, the mobile phone (or “cellphone”) is an essential part of everyday life. It’s a business tool to clinch important deals; a “remote control” for the real world, helping us cope with daily travel delay frustrations; a “relationship appliance” to say goodnight to loved-ones when away from home; a community device to organize political demonstrations. This course is about shifting the mobile design perspective away from “smart” phones, to people who are smart, creative, busy, or plain bored. The course will both introduce interesting and empowering mobile design philosophies, principles and methods as well as giving specific guidance on key emerging consumer application areas such as pedestrian navigation and location aware services. Our aim is to inspire attendees to strive for breathtakingly effective services. We want attendees to leave the course with a fresh perspective on their current projects and an eagerness to build a long-term better future for mobile users. This course will appeal to a broad audience. Some will be novices to the field of mobile interactive service and device design; others will be developers and researchers with experience in producing innovative work themselves. The material will also be accessible to those involved in non-technical roles such as mobile analysts and strategists. |
Understanding Users in Context: Fieldwork in User-Centered Design - CourseSusan M Dray Dray & Associates, Inc.,
David A Siegel Dray & Associates, Inc. Abstract » In this class, you will learn how to plan for and carry out studies of users in the field. Rather than teaching a single way to do field research, we provide you with the tools to think critically about the many planning and methodological choices you will have to make. You will watch videos of a variety of user research sessions where we have used a variety of techniques including Contextual Inquiry and Artifact Walkthrough. This is a significant update of a highly rated tutorial from many past CHI conferences. In this class, you will: • Learn how field research complements other User-Centered Design (UCD) techniques • Learn what it takes to make fieldwork more than just "anecdote collecting." • Learn fine points of four data-gathering techniques o Naturalistic Observation o Contextual Inquiry o Artifact Walkthroughs o Naturalistic Usability Evaluation • Identify next steps for data analysis • Learn when and how to apply these tools to user-centered design This hands-on session is aimed at practitioners doing, planning, and leading field research, including developers, designers, and managers who are responsible for user experience or user requirements identification. This is an introductory to intermediate level tutorial. It will be useful for beginners in fieldwork, as well as those with some experience who want to broaden their knowledge of approaches. |
Practical Statistics for User Research Part II - CourseJeff Sauro Oracle, Measuring Usability LLC,
Jim Lewis IBM Abstract » Benefits If you don’t measure it you can’t manage it. Usability analysis and user-research is about more than rules of thumb, good design and intuition: it’s about making better decisions with data. Did we meet our goal of a 75% completion rate? What sample size should we plan on for a survey, or for comparing product? Will five users really find 85% of all problems? Learn how to conduct and interpret appropriate statistical tests on usability data, compute sample sizes and communicate your results in easy to understand terms to stakeholders. Features -- Determine your sample size for comparing two designs, a benchmarking study, survey analysis or finding problems in an interface. -- Determine if a usability test has met or exceeded a goal (e.g. users can complete the transaction is less than 2 minutes). -- Get practice knowing what statistical test to perform and how to interpret the results (p-values and confidence intervals). Audience Open to anyone who’s interested in quantitative usability tests. Participants should be familiar with the process of conducting usability tests as well as be familiar with major statistical topics such as normal theory, confidence intervals and t-tests. Participants should also have access to Microsoft Excel to use the provided calculators. Presentation The presentation will be a mix of enthusiastic instruction, with movie-clips, pictures, demonstrations and interactive exercises all aimed at helping make the abstract topic of statistics concrete, memorable and actionable. |
The Role of the UX Professional on an Agile Team - CourseKaren Holtzblatt InContext Design,
Hugh Beyer InContext Design Abstract » Agile methods, Scrum in particular, are now widely used in the development community. UX professionals who work with Agile teams find that Agile approaches create roadblocks to their participation. Minimal up-front planning means there’s no time for user research or UX design; short sprints leave little time for considered interface design; and sprint reviews leave no place for usability testing or other validation of the sprint’s work. UX designers find that their old role relationships and procedures no longer work, their skills and techniques devalued, and there’s no clear guidance on how to contribute. But, looking at their base principles, Agile methods should be friendly to UX participation. Continuous user feedback is core to Agile—and who better to supply it than UX designers? But many Agile values and attitudes work against the needs of UX design. Agile methods were created by developers, for developers, without much consideration for user interaction. In this tutorial, we arm UX designers with concepts and techniques enabling them to participate effectively in Agile projects. We show why Agile methods make sense from the developers’ point of view—and how principles driving Agile methods can be used to support UX involvement. We also show where Agile methods work against the UX goal of a coherent, consistent interface and provide strategies to accomplish a coherent design anyway. We describe proven Agile/UX best practices for integrating the two perspectives. Finally, we step back and look at project scope. Agile methods address small-scale projects—how to scale them up is debated in the Agile community. We show how to plan a user-centered Agile project of any scale, from iterative fixes to whole systems. |