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.