Prof. Dr. Andreas Riener

Allgemeine Informationen rund um die Kurse von Prof. Dr. A. Riener

Aktuell angebotene Abschlussarbeiten und Hiwi-Stellen

Das nachbereitende Praxisseminar (PLV 2) dient im wesentlichen der Reflexion der Praktikumserkenntnisse mittels Kurzreferaten und Gruppendiskussionen.

Kursraum für Prinzipien der Mensch-Maschine Interaktion (UXD_PMMI, inkl. Praktium) im SS2022

In diesem Kursraum werden alle Informationen inkl. Terminen zum Seminar Bachelorarbeit (für UXDB) angegeben.

Praktikum UXD_TMIP für WS2019/2020
(Vorlesung: siehe Kursraum Prof. Simon Nestler)

Moodle course room for the UXD project module.

Weitere Kurse

Hinweise und Benachrichtigungen für Studenten, die bei Prof. Dr. Thomas Grauschopf ihre Abschlussarbeit anfertigen oder die im VR-Labor eine Hiwi-Tätigkeit übernehmen wollen.

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