HCI - Chapter 4

What is Research?

  • Research has different meanings.
  • It is more than just a word to add force to a statement or opinion.
  • Research requires evidence that meets a standard of credibility.
  • Three definitions of research:
    • Careful or diligent search.
    • Collecting information about a particular subject.
    • Investigation or experimentation aimed at the discovery and interpretation of facts and revision of accepted theories or laws in light of new facts.
  • Key elements of research:
    • Experimentation: Conducting experiments is a central activity in HCI research. An experiment is sometimes called a user study.
    • Facts: Facts are the building blocks of evidence.
    • Theories and Laws:
      • Theory: In the sense of Darwin’s theory of evolution or Einstein’s theory of relativity, the term theory is synonymous with hypothesis.
      • When confirmed through research, a theory becomes a scientifically accepted body of principles that explain phenomena.
      • Law: A law is more specific, more constraining, more formal, more binding. A law is a relationship or phenomenon that is “invariable under given conditions.”
      • Fitts’ Law: Fitts’ law refers to a body of work, originally in human motor behavior (Fitts, 1954), but now widely used in HCI. It includes equations and such for predicting the time to do point-select tasks.
  • Research involves discovery, interpretation, and revision.

Characteristics of Research

Research Must Be Published
  • Publication is the final and essential step in research.
  • Researchers must publish to avoid disappointment when applying for research funds or tenure-track professorships.
  • Publication allows the knowledge gained through research to extend, refine, or revise the existing body of knowledge in the field.
  • Publication requires a high standard of scrutiny in archived peer-reviewed journals or conference proceedings.
  • Research results are reviewed for their integrity, relevance, and contribution by peers.
  • Patenting an invention is a form of publication, meeting the must-publish criterion for research.
Citations, References, Impact
  • Citations connect research papers to other research papers.
  • Citations support intellectual honesty by acknowledging previous work.
  • Citations back up assertions and compare current results with earlier research.
  • The number of citations to a research paper measures the paper’s impact.
  • The H-index is a measure of a researcher’s publication record, quantifying research productivity and overall impact.
  • H−index=nH-index = n has nn publications each with nn or more citations.
Research Must Be Reproducible
  • Research that cannot be replicated is useless.
  • Reproducibility is crucial, which is why standardized methodologies are important.
  • A consistent methodology ensures sufficient detail for replication.
  • Reviewers often critique work on replicability.
  • A highly cited paper is Lowry et al.’s, 1951 paper “Protein Measurement With the Folin Phenol Reagent,” which describes a method for measuring proteins in fluids and is easy to reproduce.
Research versus Engineering versus Design
  • Engineers and designers build things, striving for the best in form (design) and function (engineering).
  • Research is narrowly focused, incremental, and builds on previous ideas.
  • Researchers’ prototypes are early mock-ups, while engineers and designers use prototypes to assess alternatives at a late stage.
  • Tim Brown’s characterization of prototypes: Prototypes should command only as much time, effort, and investment as are needed to generate useful feedback an evolve an idea.
  • Research precedes engineering and design and progresses at a slower pace.
  • Engineers and designers develop products within the corporate world, while researchers provide the raw materials.
  • Example: The computer mouse took nearly 20 years to be engineered and designed into a successful product after Engelbart’s invention in the 1960s.
  • Example: The iPhone brought together decades of research, including multi-touch gestures and tilt as an interaction technique.

What is Empirical Research?

  • Empirical means originating in or based on observation or experience.
  • Empirical means relying on experience or observation alone, often without due regard for system and theory.
  • Researchers should be guided by direct observations and experiences without preconceptions.
  • Example: Nicolas Copernicus’ heliocentric cosmology was based on observation without bias toward existing theory.
  • Empirical means capable of being verified or disproved by observation or experiment.
  • HCI research is framed by hypotheses that can be verified or disproved by gathering and testing evidence.
  • Assertions should speak directly to empirical, observable, quantifiable aspects of interaction.

Research Methods

  • Three common approaches for conducting research in HCI:
    • Observational method
    • Experimental method
    • Correlational method
  • All three are empirical, based on observation or experience.
Observational Method
  • Observation is the starting point.
  • Encompasses techniques like interviews, field investigations, contextual inquiries, case studies, field studies, focus groups, think-aloud protocols, storytelling, walkthroughs, and cultural probes.
  • Tends to be qualitative rather than quantitative.
  • Achieves relevance while sacrificing precision.
  • Studies behaviors in a natural setting.
  • Concerned with discovering and explaining the reasons underlying human behavior (the why or how).
  • Focuses on human thought, feeling, attitude, emotion, etc., which are difficult to measure.
  • Observations involve note-taking, photographs, videos, or audio recordings rather than measurement.
  • Measurements, if gathered, use categorical data or simple counts of phenomena.
  • Examines and records the quality of interaction rather than quantifiable human performance.
Experimental Method
  • Knowledge acquired through controlled experiments in laboratory settings.
  • May involve gathering new knowledge or studying existing knowledge for verification, refutation, correction, integration, or extension.
  • Involves relevance-precision dichotomy, with diminished relevance but increased precision.
  • Requires at least two variables: a manipulated variable and a response variable.
  • Manipulated variable (independent variable or factor): A property of an interface or interaction technique presented in different configurations.
  • At least two configurations are required for comparison.
  • A “usability evaluation” assesses a single user interface, while a “user study” conducts a controlled experiment with different configurations.
  • Response variable (dependent variable): A property of human behavior that is observable, quantifiable, and measurable.
  • Common response variable: Time (task completion time).
  • Methodology borrowed from experimental psychology.
  • Full user study involves more than just measuring and analyzing human performance; it includes soliciting comments, thoughts, and opinions from participants.
  • Controlled experiments, if designed and conducted properly, allow for cause-and-effect conclusions.
Correlational Method
  • Involves looking for relationships between variables.
  • Example: Examining the relationship between users’ privacy settings and their personality, IQ, education level, etc.
  • Characterized by quantification and the use of categories for nominal-scale variables.
  • Data collected through observation, interviews, online surveys, questionnaires, or measurement.
  • Often accompanies experimental methods, using questionnaires.
  • Provides a balance between relevance and precision.
  • Data are circumstantial, not causal.
  • This book primarily focuses on the experimental method but often incorporates observational and correlational methods.

Observe and Measure

Observation
  • The starting point for empirical research in HCI is observing humans interacting with computers.
  • Observations can be made by a human observer or an apparatus (computer).
  • Human observers collect measurements manually using log sheets or notebooks.
  • Manual observation can involve timing activities, but it is difficult and inaccurate.
  • The apparatus (computer) is often used for observation, but it can be challenging in some situations.
  • Custom software can record events such as key presses, mouse movements, selections, finger touches, and associated timestamps.
Measurement Scales
  • Observation alone is of limited value. Measurement is essential for science.
  • Four scales of measurement: nominal, ordinal, interval, and ratio.
Nominal
  • Involves arbitrarily assigning a code to an attribute or category.
  • Examples: Automobile license plate numbers, postal codes, job classifications, military ranks.
  • Mathematical manipulations are meaningless.
  • Nominal data identify mutually exclusive categories.
  • Also called categorical data.
  • Often used with frequencies or counts.
Ordinal Data
  • Provides an order or ranking to an attribute.
  • Example: Ranking GPS systems by preference or ordering mobile phone features by personal importance.
  • Limitation: Intervals are not intrinsically equal between successive points on the scale.
    Comparisons of greater than or less than are possible.
  • It is not valid to compute the mean of ordinal data.
Interval Data
  • Equal distances between adjacent values but no absolute zero.
  • Example: Temperature measured on the Fahrenheit or Celsius scale.
  • Meaningful to compute the mean of interval data.
  • Linear scales are commonly used in questionnaires. Example: Likert Scale
  • Rations of interval data are not meaningful. For example, 20°C is twice as warm as 10°C.
Ratio Data
  • Most sophisticated of the four scales.
  • Has an absolute zero and supports a myriad of calculations.
  • Can be added, subtracted, multiplied, divided; means, standard deviations, and variances can be computed.
  • Most common ratio-scale measurement in HCI: Time (task completion time).
  • Physical measurements are also ratio-scale, such as the distance or velocity of a cursor.
  • Social variables like a user’s age or years of computer experience.
  • Count (number of occurrences of certain human activities).
  • Expressive nature of a count is improved through normalization.

Research Questions

  • In HCI, experimental research aims to answer questions about a new or existing user interface or interaction technique.
  • Often pertains to the relationship between two variables: a manipulated interface property and an observed behavioral response.
  • Humans exhibit variability in their actions, affecting the confidence with which we can answer research questions.
  • Statistical techniques are used to gauge the confidence of our answers.
  • Research questions emerge from an inquisitive process.
  • Initial thoughts should be testable.
  • The expressions like “any good” or “better than,” although well intentioned, are problematic for research.
  • Qualities that are more easily observed and measured should be included (comparisons are possible).

Internal Validity and External Validity

  • Internal validity: The extent to which an effect observed is due to the test conditions.
  • External validity: The extent to which experimental results are generalizable to other people and other situations.
  • High internal validity means the effect observed really exists.
  • External validity implies that the participants were representative of a larger intended population.
  • Generalizable to “other situations” means the experimental environment and procedures were representative of real-world situations.
  • Experiment design is an exercise in compromise.
  • Posing multiple narrow (testable) questions that cover the range of outcomes influencing the broader (untestable) questions will increase both internal and external validity.
  • Ecological validity refers to the methodology (using materials, tasks, and situations typical of the real world), whereas external validity refers to the outcome (obtaining results that generalize to a broad range of people and situations).

Comparative Evaluations

  • Evaluations in HCI sometimes focus on a single idea or interface, making the research component questionable.
  • More meaningful and insightful results are obtained if a comparative evaluation is performed comparing a new user interface or interaction technique with one or more alternative designs.
  • Testable research questions are crafted as comparisons.
  • A controlled experiment must include at least one independent variable with at least two levels or test conditions.
  • Including an established design as a baseline condition serves as a check on the methodology and allows results to be compared with other studies.
  • A comparative evaluation yields more valuable and insightful results than a single-interface evaluation.

Relationships: Circumstantial and Causal

  • Looking for and explaining interesting relationships is part of what we do in HCI research.
  • A cause-and-effect relationship, or simply a causal relationship, is possible if a controlled experiment is designed and conducted properly.
  • Finding a causal relationship in an HCI experiment yields a powerful conclusion.
  • Finding a relationship does not necessarily mean a causal relationship exists. Many relationships are circumstantial.
  • Causal relationships emerge from controlled experiments with random assignment.

Research Topics

  • Most HCI research is not about designing products, but nipping away at the edges.
  • Most new research ideas tend to build on existing ideas and do so in modest ways.
    *Finding a research topic is often the most challenging step for graduate students in HCI (and other fields).

Tip #1: Think small!

  • Forget about the big idea.
  • If you have a small idea, it’s probably worth pursuing as a research project.

Tip #2: Replicate!

  • An effective way to get started on research is to replicate an existing experiment from the HCI literature.

Tip #3: Know the literature!

  • The process of reviewing research papers on a topic of interest is an excellent way to develop ideas for research projects.

Tip #4: Think inside the box!

  • Thinking inside the box challenges one’s experiences—the experiences inside the box.\