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2018 | Buch

New Directions in Third Wave Human-Computer Interaction: Volume 2 - Methodologies

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This is the first extensive compilation documenting contemporary third wave HCI, covering key methodological developments at the leading edge of human-computer interactions. Now in its second decade as a major current of HCI research, the third wave integrates insights from the humanities and social sciences to emphasize human dimensions beyond workplace efficiency or cognitive capacities. Where the earliest HCI work has been strongly based on the concept of human-machine coupling, which expanded to workplace collaboration as computers came into mainstream professional use, today HCI can connect to almost any human experience because there are new applications for every aspect of daily life.

Volume 2 - Methodologies covers methodological approaches grounded in autoethnography, empathy-based design, crowdsourcing, psychometrics, user engagement, speculative design, somatics, embodied cognition, peripheral practices and transdisciplinarity.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Introduction: New Directions in Third Wave HCI
Abstract
New Directions in 3rd Wave Human-Computer Interaction explores the diverse interdisciplinary inquiries comprising the forefront of developments in the field of HCI. This wide ranging collection aims at understanding the design, methods and applications of emerging forms of interaction with new technologies and the rich varieties of human knowledge and experiences. All chapters are structured around two major themes presented in two volumes: Volume 1– Technologies, and Volume 2 – Methodologies.
Michael Filimowicz, Veronika Tzankova
Chapter 2. Steampunk, Survivalism and Sex Toys: An Exploration of How and Why HCI Studies Peripheral Practices
Abstract
In this chapter we describe a trend we have observed in 3rd-wave HCI research, which we are calling “peripheral practices research”. This form of research consists of primarily qualitative studies of niche, unusual, marginalized and/or highly specialized communities of practice that result in implications for HCI outside of that community. We describe how peripheral practices research serves three critical functions within HCI: (1) It introduces a diversity of perspectives into the field; (2) It identifies new approaches to existing problems and challenges; (3) It serves as a defamiliarizing lens on existing norms and assumptions within the field. We survey a broad and diverse selection of studies that engage with peripheral practices, and discuss four specific cases in more detail. By giving this mode of HCI research a name, we hope to see even more studies that look outside of the classical HCI domain for new ideas, new perspectives, and new values around technology.
Theresa Jean Tanenbaum, Karen Tanenbaum
Chapter 3. Autoethnography in Human-Computer Interaction: Theory and Practice
Abstract
Autoethnography is an ethnographic method in which a fieldworker’s experience is investigated together with the experience of other observed social actors. Over the years, Human-Computer Interaction (HCI) research almost exclusively produced “objective ethnographies”, attempting to generate accurate descriptions of the “world” and the individuals inhabiting it. However, recently HCI community started exploring different forms of observing and describing reality, making the ethnographer regain visibility, and produce reflexive first-person recounts of her work. Autoethnography might be precisely inscribed in this movement, whereby it explicitly attempts to recount the fieldwork from the fieldworker’s point of view, situating the ethnographer as the protagonist of the ethnographic narration. In this chapter, I will outline the anthropological roots of the autoethnographic method, and describe its potential implications for HCI research.
Amon Rapp
Chapter 4. Empathy-Based Design Approaches
Abstract
In roughly 20 years, the concept of empathy has grown from virtual obscurity in design circles into a valuable new approach. Empathy in design is being promoted within new and existing methodologies, for the purposes of fostering understanding and spurring innovation. This has occurred as HCI shifts toward more creative, playful, and meaningful applications that cross boundaries between work and home.
For the designer, empathy represents an open, experiential way of knowing the user. As an interplay of feelings between people, it is deeply subjective; not a replacement for objective inquiry but a complement to it.
This chapter begins with a theoretical discussion of empathy, including the definition of high-level empathy; then shifts to a practical survey of design approaches. These include the following: a four-stage empathy framework; user-sensitive inclusive design; empathy-based participatory design; empathy-oriented co-design; and empathic product design. The chapter ends with a discussion of related challenges and recommendations. For designers of technological and business solutions, empathy remains one of the few ways to answer the crucial question: what is an experience like for you?
Tizneem Jiancaro
Chapter 5. Measuring Experiences
Abstract
The science of HCI in the third wave is intended to understand user experiences through the filter of the values and contexts of individuals using systems and moreover as filtered through the values and contexts of individual researchers. This is not to neglect the importance of measurement to science and the challenges of measuring user experience (UX). This chapter will discuss how HCI can draw on the methods of modern psychometrics to provide tools for measuring user experiences. In particular, we will introduce bifactor analysis as a way to examine both the conceptual coherence of a questionnaire for measuring UX and also the distinct influences of different facets of the core concept. Further, through looking at modern methods of analysis, in particular treatment of outliers, we also consider how modern statistics are not to be treated as black boxes but require researchers to think more deeply about the people behind the data. Drawing on our work in player experiences, we make the case that psychometrics used well as a tool in UX has an important role to play in HCI as a successor science.
Paul Cairns, Christopher Power
Chapter 6. A Holistic Approach to Measuring User Engagement
Abstract
This chapter provides an overview of methodological approaches and current work in the evaluation of user engagement (UE). Using a series of propositions about the nature of engagement, I review a selection of recent research that utilizes varied methodological approaches to study UE in various human-computer interaction settings. The propositions and the reviewed literature are used to propose a methodological framework to guide decision making and reflection regarding how UE will be evaluated in a given context. The chapter concludes with reflections on broader issues related to how researchers’ methodological stances influence the evaluation of UE. Overall, the chapter argues that UE should be measured using a thoughtful mix of qualitative and quantitative methods, considering the particulars of the use context, and balancing established and emerging subjective and objective metrics.
Heather L. O’Brien
Chapter 7. Influencing and Measuring Behaviour in Crowdsourced Activities
Abstract
Crowdsourcing psychometric data is common in areas of Human-Computer Interaction (HCI) such as information visualization, text entry, and interface design. In some of the social sciences, crowdsourcing data is now considered routine, and even standard. In this chapter, we explore the collection of data in this manner, beginning by describing the variety of approaches can be used to crowdsource data. Then, we evaluate past literature that has compared the results of these approaches to more traditional data-collection techniques. From this literature, we synthesize a set of design and implementation guidelines for crowdsourcing studies. Finally, we describe how particular analytic techniques can be recruited to aid the analysis of large-scale crowdsourced data. The goal of this chapter it to clearly enumerate the difficulties of crowdsourcing psychometric data and to explore how, with careful planning and execution, these limitations can be overcome.
Sandy J. J. Gould, Anna L. Cox, Duncan P. Brumby
Chapter 8. Design Research: Methodological Innovation Through Messiness
Abstract
The third wave of Human Computer Interaction (HCI) involves more ubiquitous and embedded forms of computing. Making these useful, usable and even delightful for people needs design research. The more technologies become enmeshed in our lives and the more dependent upon them we become, the more essential it is that they are simple for everyone to use and they do not let us down in those annoying ways we have become used to tolerating. Embedding computing into more and more of the objects and environments we interact with makes them less visible but more ubiquitous, making their usability essential but challenging at the same time. Design research is a mechanism which can help researchers, programmers and designers to understand how to create better twenty-first century computing systems and environments. This chapter discusses how design research can contribute to allowing third wave HCI to benefit the lives of all citizens rather than frustrate them.
Alethea Blackler, Oksana Zelenko, Marianella Chamorro-Koc, Markus Rittenbruch, Gavin Sade
Chapter 9. Problematic Milieus: Individuating Speculative Designs
Abstract
This chapter explores the method of speculative design. It considers the role of speculative practices as an aspect of design that allows HCI practitioners to explore problematics rather than problems. Problems need to be solved, whereas problematics are localities, situations, or experiences, where one can trace the connections between structural, political, and social forces and their implications to foster dialogue and reflection. As such, speculative design offers a theoretically rich approach through which to consider design implications of future and alternative conditions. Such work is discursively generative. To aid in deepening the philosophical aims of speculative design, I employ some of Gilbert Simondon’s philosophical concepts, then examine several examples of recent speculative design.
Tyler Fox
Chapter 10. Speculative Design in HCI: From Corporate Imaginations to Critical Orientations
Abstract
In this chapter we analyze the rhetorical work of speculative design methods to advance third wave agendas in HCI. We contrast the history of speculative design that is often cited in HCI papers from the mid 2000s onward that frames speculative design as a critical methodological intervention in HCI linked to radical art practice and critical theory, with the history of how speculative design was introduced to HCI publications through corporate design research initiatives from the RED group at Xerox PARC. Our argument is that third wave, critically oriented, speculative design “works” in HCI because it is highly compatible with other forms of conventional corporate speculation (e.g. concept videos and scenario planning). This reading of speculative design re-centers the “criticality” from the method itself to its ability to advance agendas that challenge dominant practices in technology design. We will look at how practitioners trade on the rhetorical ambiguity of future oriented design practices to introduce these ideas in contexts where they may not otherwise have much purchase. Our chapter concludes with a call for critically oriented practitioners in this space to share their experiences navigating speculative design ambiguity and to document the disciplinary history of the method’s development.
Richmond Y. Wong, Vera Khovanskaya
Chapter 11. Designing from Embodied Knowing: Practice-Based Research at the Intersection Between Embodied Interaction and Somatics
Abstract
While third wave HCI foregrounds experience and embodiment, the design paradigm was initially terse on methodologies to guide embodied inquiries through actual movement techniques and practices. We consider here a number of related design approaches developed to amend this gap. They incorporate somatic practices into their design processes, and draw on conceptual frameworks interweaving phenomenology, pragmatism, and embodied cognition. Somatic practices are first-person methodologies to investigate and cultivate the embodied self. They involve sustained learning strategies integrating movement, attention, and a range of sensory modalities. While embodied processes are complex and elusive, somatic practices provide instrumental methodologies to circulate between the fullness of felt experience, and a variety of views to articulate and elaborate these experiences. In synergy with embodied interaction, the field of somatics has much to offer to flesh out design practices.
Yves Candau, Thecla Schiphorst, Jules Françoise
Chapter 12. Sound, Ecological Affordances and Embodied Mappings in Auditory Display
Abstract
The third wave of HCI has seen the widespread adoption of design principles borrowed from and informed by breakthroughs in the field of embodied cognitive science. These developments have taken place primarily in the contexts of visual media and interaction, but they are also of importance to the design of auditory displays and interactive systems in which sounds plays a dominant role, where they open up new affordances by which information might be communicated to a listener. This chapter examines the relationship between auditory display, sonic interaction design and embodied cognition and explores frameworks from embodied cognition that might inform the design of more informative auditory displays in a variety of contexts. It will do so by addressing these issues from an interdisciplinary perspective, bringing together insights from cognitive science and philosophy, general HCI and computer science, along with music theory and practice.
Stephen Roddy, Brian Bridges
Chapter 13. The Methodological Pivot
Abstract
This essay formalizes a mode of inquiry called ‘transdiscursive material practice’ based on the communication theory of Niklas Luhmann. Technologies are understood to be in the environment of discourse, and thus amenable to an indeterminate number of disciplinary investigations, which are articulated within the operational closure of communication systems. This mode of inquiry begins with material practices which are refracted through any number of discursive lenses that are brought to bear on the prototype through the process of the methodological pivot.
Michael Filimowicz
Metadaten
Titel
New Directions in Third Wave Human-Computer Interaction: Volume 2 - Methodologies
herausgegeben von
Prof. Michael Filimowicz
Dr. Veronika Tzankova
Copyright-Jahr
2018
Electronic ISBN
978-3-319-73374-6
Print ISBN
978-3-319-73373-9
DOI
https://doi.org/10.1007/978-3-319-73374-6

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