CS3009 Human Computer Interaction: Module Introduction and Key Concepts

CS3009 Human Computer Interaction

Module Introduction and Key Concepts in HCI Research

Module Leader
  • Kate Hone

  • Mark Perry


Today's Topics

  • Introductions

  • General Module Introduction

  • Introduction to Research in HCI


Introduce Yourselves

  • Instructions for self-introduction at tables:

    • Your name

    • Course or specialism

    • Options or final year project (FYP) choices made

    • Something interesting about yourself


About the Module

Aims
  • The module aims to:

    • Develop an understanding of the importance of Human Computer Interaction (HCI) in emerging technology domains.

    • Explore the role of advanced research approaches in solving problems and evaluating solutions within HCI.

Learning Outcomes

After completing this course, students should be able to:

  • LO1: Demonstrate a critical awareness of the issues surrounding current research in HCI.

  • LO2: Evaluate the outcomes and consequences of the research conducted in HCI.

  • LO3: Reflect on the theory and practice where new knowledge can be established in HCI.


The Module is Not…

  • A hands-on programming module.

  • A practical UX design module.

    • Note: Consider the Digital Media and Games option (CS3005) for building user interactions.


What Do the Learning Outcomes Actually Mean?

LO1: Understanding Research in HCI
  • Understand what research is.

  • Ability to find relevant HCI research findings.

  • Correctly cite research papers.

  • Recognize different types of research contributions HCI can make.

  • Appreciate the relation of HCI to other disciplines.

LO2: Evaluating Research Outcomes
  • Understand reasons behind HCI research.

  • Identify who benefits from HCI research (the beneficiaries).

  • Discern how beneficiaries benefit from HCI research.

LO3: Reflecting on Research Methods
  • Understand research methodologies used in HCI.

  • Assess the pros and cons of different research methods.

  • Comprehend the underlying assumptions of various methods.

  • Recognize effective and ineffective uses of research methods.


Overview of Learning Outcomes

  • LO1: What?

  • LO2: Why?

  • LO3: How?


Transferable Skills from This Module

  • Discover: Learn what is already known - information literacy.

  • Evaluate: Assess the quality of evidence - critical thinking.

  • Design: Develop approaches to discover new knowledge - creative problem solving.

  • Analyse: Examine results/data to interpret findings - data analysis skills.

  • Apply: Use knowledge effectively.


Week Provisional Schedule

Week

Weekly Topic

Methodological Theme

1

Module Introduction

Identifying contribution types

2

HCI research and where to find it

Literature search

3

The early days of HCI – single user workstations

Experiments, Cognitive modelling

4

Mobile computing

Research in the wild (in-situ)

5

Computer Supported Co-operative Work

Participatory design

6

Reading Week

7

Universal usability

Ethnography

8

Ubicomp and autonomous systems

Interviews, focus groups, qualitative data analysis

9

Motivation and behavioural design

Questionnaires, Research ethics

10

Human-like systems

Wizard of Oz

11

Wearables, the quantified self and healthcare

HCI Future trends in HCI, Longitudinal research, Design fictions


Module Assessment

Threshold Coursework
  • A threshold assessment of Learning Outcomes (LOs).

  • Based on analysis of a case study paper selected by the student.

  • Overall grading is pass or fail.

  • Second attempt is allowed if the first attempt fails.

  • A task pass results in a module pass (minimum D- grade).

  • Failure of two attempts at the task results in module failure.

Examination
  • Only taken if coursework is passed.

  • Assess full grade range up to A*.

  • Divided into three sections:

    • Threshold LOs for C- or above.

    • B grade questions.

    • A grade question.

  • Part of the exam is based on case study papers shared before the exam.


Learning Resources

  • Live in-person teaching sessions and recordings.

  • Extra video content.

  • Seminar exercises.

  • Textbook: Lazar et al. (2017).

  • Suggestions for additional reading.


Typical Teaching Session Formats

  • Lecture

  • Practical research methods exercise

  • Interactive exercise


What is Research?

Definitions of Research
  • Systematic / Careful Study [How].

  • To Find New Knowledge [Why].

What's New?
  • Refers to:

    • New technology

    • New method.


Originality in Research

  • What's New = Research Contribution


Contribution Types

  • Empirical: New knowledge through observation/data gathering.

  • Artefact: Creation/invention of new system/product/tool.

  • Methodological: New methods.

  • Theoretical: New concepts/principles.

  • Dataset: New corpus of data.

  • Survey: Literature review or meta-analysis.

  • Opinion: Essay or argument.


CHI 2016 Contribution Types

  • Various contributions illustrated:

    • Empirical study explaining how users interact with systems.

    • Artifact or system contributions (e.g., Wobbrock, 2012).

    • Distinction between empirical, methodological, theoretical contributions, datasets, surveys, essays, and opinions.


Defining Research

Systematic Study
  • Definition of research involving methodical approaches.

  • Key aspects include careful study and application of various research methods.


Methods in Research

Types of Research Methods
  • Quantitative:

    • Experiments.

    • Close question survey.

  • Qualitative:

    • Interviews.

    • Focus groups.

    • Literature review.

    • Open question survey.

  • Mixed Methods:

    • Survey.

    • Secondary research.

    • Case study.


HCI Research Methods

  • Derived from various disciplines:

    • Experiments: from psychology.

    • Ethnographic studies: from anthropology.

    • Cognitive modelling: from engineering.

    • Surveys: from social psychology.

    • Emphasizes an empirical approach traditionally in HCI research.


Why Conduct Research?

  • Exploring benefits and beneficiaries—understanding purpose and impact.


Who Are the Beneficiaries?

Research Impact
  • Discusses who gains from research and how they experience benefits.


HCI Research Benefits

Usability Definition Components
  • Efficiency: Users work faster.

  • Effectiveness: Users achieve goals completely.

  • User Satisfaction: Overall satisfaction with the system.

Causal Chain Example
  • Demonstrates interaction:

    • Beneficiaries: App users (direct relationship) and the company (indirect relationship mediated through user impact).

    • Outcomes: Improved efficiency leading to increased profits for the company.

Typical Beneficiary Groups
  • End Users: General public, employees, older adults, children, etc.

  • Organizations: Businesses, educational institutions, healthcare entities utilizing software systems.

  • Software Developers: Organizations that create and sell software.

  • Researchers: Other researchers benefiting from findings.


Concluding Comments

  • Overview of tasks completed today that are relevant to coursework/exams:

    • Identifying research contribution types (for LO1).

    • Recognizing benefits and beneficiaries (for LO2).

    • Categorizing research methods (for LO3).

  • Next session: Discussion of published HCI research and sources for literature surveys.