Dr. Stavros Tasoudis

Allgemeine Informationen rund um die Kurse von Dr. S. Tasoudis

Course Description

Lab-based usability studies have a huge role to play in HCI research. The controlled environments of usability labs are wonderful for removing undesired external influences, but they do not provide a very realistic picture of how people really work. Computer use generally takes place at homes or offices that have distractions, competing

concerns demanding attention, and the stress of multitasking in the hopes of meeting competing deadlines. As these factors do not arise in controlled usability labs, observations made in the lab might not generalize to “real-world” behavior.

 

As every individual who uses computing tools does so in a unique context, with specific goals, backgrounds, and abilities, every use of a computer interface is, in some sense, an HCI case study. Close examination of these contextual factors can give researchers a rich, detailed understanding of the factors that influence system requirements and determine the success or failure of proposed designs.

In the second wave or second generation of HCI, focus was  on  groups  working  with  a collection of applications. Theory focused on work settings and   interaction   within   well-established   communities   of practice.  Situated action, distributed  cognition  and  activity theory  were important sources of theoretical reflection, and concepts  like  context  came  into  focus  of  analysis  and  design  of  human-computer  interaction.  Rigid  guidelines,  for-mal  methods,  and  systematic  testing  were  mostly  abandoned for proactive  methods  such as a  variety of participatory design workshops, prototyping and contextual inquiries (contextual inquiry [10] as well as a number of other qualitative approaches to studying use as it happens).

 

In their classic 1981 text Human Inquiry, Reason and Rowan drew upon these and other ideas to advocate what they called a ‘new paradigm’ for psychology. Similarly, in their 1985 book, Lincoln and Guba called for a ‘naturalistic’paradigm based upon the search for detailed description, which aimed to represent reality through the eyes of research participants and attend to the complexities of behaviour and meaning in context.

 

As part of the course the students will learn to identify the meaning of interactions using hermeneutics and design for different contexts of use applying semiotics. The students will be asked to apply HCI methods to empathize with the users and their cultures and identify context of use including contextual inquiries. Contextual inquiry interviews are in-depth interviews involving demonstrations of how participants complete key tasks is a widely used technique for developing a deeper understanding of how work is done. Ethnographic techniques, including observation and participation in a group or workplace can provide still richer insights. Both contextual inquiry and ethnographic techniques have been used extensively by HCI researchers. Finally, the students will be able to communicate their designs in context using Storyboarding and Offline Rapid Prototyping Techniques.

 


Course Description Previous UX research (Bargas-Avila & Hornbæk, 2011) informs us that most researchers agree that UX is context-dependent, that the shift in HCI towards UX is accompanied by a change in favor of qualitative methods. Rational decision-making favors objective data and a formal process of analysis over subjectivity and intuition. However “User experience goals” differ from the more objective “usability goals”. Instead of assessing how useful or productive a system is they are concerned with how users experience an interactive product from their perspective. Accordingly, different individuals, or even the same individual at a different time, may experience technology in quite different ways, and that is not easy to capture in rationalist models. Rationalist models abstract in a way that excludes particular circumstances, perhaps the very circumstances that turn out in practice to be most salient (McCarthy, 2004). Qualitative methods are used to access people’s feelings, aspirations, and imaginations and can delve deeper into the explicit, observable, tacit and latent needs of the participants. Qualitative methods are suitable for addressing the ‘how’ and ‘why’ questions. They focus on the experiences of participants and support the understanding of the culture/behavior of a group. As a result, in this course, we address the value of qualitative research and design methods for UX, and we present examples of their application and their implications for design. 

The course will introduce students to 

• ethnographic interviewing, • participatory design,• co-design activities, • and generative techniques, for collecting qualitative data. 

The course will additionally introduce techniques and tools for 

• coding, • analyzing, • and informing, design for UX. Some of the techniques and tools include • thematic analysis, • affinity diagraming, • glass-wall mapping, and UX goal-directed personas and scenarios of use

Course Description

Participatory design in HCI has to do with participation, with how stakeholders - especially users, developers, and planners - cooperatively make or adjust systems, technologies, and artefacts in ways, which fit more appropriately too the needs of those who are going to use them . Participation can be approached as an ideology, and also clearly refers to questions of ethics, politics, democracy, and empowerment. A Participatory Design practice entails tools and techniques that combine telling, making and enacting. Tools and techniques for making give people, both designers, and non-designers (not trained in design users), the ability to create 'things' which helps in externalizing and embodying thoughts and ideas in the form of (physical) artefacts. As a result, these artefacts can describe future objects or provide views on future ways of living.

 

Participatory prototyping using mock-ups and other low fidelity models are most often used in the early stages of the design process. ' Making as prototyping presupposes that you have already identified the object of the design, eg, you are designing a product or a device or an environment, etc. Thus, in the traditional design spaces, the focus has been on using prototypes to create representations of future objects to give shape to the future, ie, to help us see what it could be. ' (Simonsen and Robertson, 2013, p. 155)

 

Participation through Co-design has rapidly gained the attention of the researchers in Human-Computer Interaction who need to gain rich insights on the explicit, observable, tacit and latent needs of the participants (Visser et al. , 2005) and share control, share expertise and get inspired to change (Vines et al. , 2013). Researchers across disciplines also recognize the need for more active participation, with psychology having a considerable amount of studies where the attention is on the co-creation or the 'continuum of consumer experiences,' an interplay between traditional, holistic, immersive, and co- creation

Weitere Kurse

Inhalt des Fachwissenschaftliches Seminars:

Das fachliche Thema des Seminars wechselt von Semester zu Semester (sowie von Dozent zu Dozent). Gegenstand des Seminars ist ein Problem aus dem Nahebereich des Studiengangs, zu dem es geeignete Fachliteratur und wissenschaftliche Veröffentlichungen gibt. Nach einer Einführung in das Thema (basierend auf der Basisliteratur) und einer initialen Diskussion, wählen Studierende ein Thema aus dem Themenpool und bereiten das schriftlich (Seminararbeit) bzw. mündlich (Vortrag) auf. Unterstützt werden kann das Seminar durch eine Prototypenimplementierung und kleine Benutzerstudien.


Inhalt im Sommersemester 2021:

Ambient Displays for Human-Computer Interaction (HCI)


Description:

Human-Computer-Interaction (HCI) is a growing research field in science as well as in industry. Researchers and practitioners in this area investigate how humans interact with computers or design technologies. Thereby, approaches from psychology, ergonomics, cognitive sciences, social sciences, and design come together and build the foundations of user experience (UX) design.

Typically, software applications rely primarily on screens to interact with the user. While sounds or vibrations may accompany the visual information, this usually requires a user’s focused attention. However, humans can see, hear, feel, taste, and smell, and experience heat, pain, and balance. These senses do not necessarily require focused attention. Being aware of them and modalities that address them helps to develop innovative systems with novel interactions or design interactions to be more accessible. Examples include systems for drivers that do not need to focus off the road, blind people who can navigate through the streets without having their hearing obstructed with auditory instructions or office workers who taste the kind of an upcoming appointment without getting distracted from their current task.

In this seminar, we will investigate examples of ambient displays in HCI, addressing different senses. Based on an individual literature review, students will have to develop innovative interface concepts for scenarios in which users cannot or do not want to rely on focused vision. Students work in teams of two to three and document their results in a short paper and a poster. At the end of the semester, students present their results in an internal mini-conference with a “poster session”. 


Possible topics:
Will be developed together in a dedicated brainstorming session and refined/substantiated by the individual teams (with feedback from lecturers)


Proof of performance:

•        Carry out a literature review

•        Development of a concept

•        Progress reports (short presentations) during the semester

•        Submission of a short scientific paper

•        Design of a poster summarizing the results


Requirements:

•        Interest in state-of-the art research

•        Team player

•        Attendance is mandatory (6-7 appointments per semester); no weekly meetings!


The seminar will be taught in English. A participation in “Studiendesign und Durchführung von UX-Tests (SDUT)” is mandatory.