Synthesis Lectures on Human-Centered Informatics

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    Contextual Design

    Hugh Beyer

    Contextual Design is a user-centered design process that uses in-depth field research to drive innovative design. Contextual Design was first invented in 1988 and has since been used in a wide variety of industries and taught in universities all over the world. It is a complete front-end design process rooted in Contextual Inquiry, the widespread, industry-standard field data gathering technique. Contextual Design adds techniques to analyze and present user data, drive ideation from data, design specific product solutions, and iterate those solutions with customers.
    In 2013, we overhauled the method to account for the way that technology has radically changed people’s lives since the invention of the touchscreen phones and other always-on, always-connected, and always-carried devices. This book describes the new Contextual Design, evolved to help teams design for the way technology now fits into peoples’ lives. We briefly describe the steps of the latest version of Contextual Design and show how they create a continual immersion in the world of the user for the purpose of innovative product design.
    Table of Contents: Introduction / Design for Life / Field Research: Data Collection and Interpretation / Consolidation and Ideation: The Bridge to Design / Detailed Design and Validation / Conclusion / References / Author Biographies

    HCI Theory

    Yvonne Rogers

    Theory is the bedrock of many sciences, providing a rigorous method to advance knowledge, through testing and falsifying hypotheses about observable phenomena. To begin with, the nascent field of HCI followed the scientific method borrowing theories from cognitive science to test theories about user performance at the interface. But HCI has emerged as an eclectic interdiscipline rather than a well-defined science. It now covers all aspects of human life, from birth to bereavement, through all manner of computing, from device ecologies to nano-technology. It comes as no surprise that the role of theory in HCI has also greatly expanded from the early days of scientific testing to include other functions such as describing, explaining, critiquing, and as the basis for generating new designs. The book charts the theoretical developments in HCI, both past and present, reflecting on how they have shaped the field. It explores both the rhetoric and the reality: how theories have been conceptualized, what was promised, how they have been used and which has made the most impact in the field – and the reasons for this. Finally, it looks to the future and asks whether theory will continue to have a role, and, if so, what this might be.


    Table of Contents: Introduction / The Backdrop to HCI Theory / The Role and Contribution of Theory in HCI / Classical Theories / Modern Theories / Contemporary Theory / Discussion / Summary

    Activity Theory in HCI

    Victor Kaptelinin

    Activity theory – a conceptual framework originally developed by Aleksei Leontiev – has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theory and its contribution to HCI research.


    After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field (Chapter One) we introduce the historical roots, main ideas, and principles of activity theory (Chapter Two). After that we present in-depth analyses of three issues which we consider of special importance to current developments in HCI and interaction design, namely: agency (Chapter Three), experience (Chapter Four), and activity-centric computing (Chapter Five). We conclude the book with reflections on challenges and prospects for further development of activity theory in HCI (Chapter Six).


    Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCI

    User-Centered Agile Methods

    Hugh Beyer

    With the introduction and popularization of Agile methods of software development, existing relationships and working agreements between user experience groups and developers are being disrupted. Agile methods introduce new concepts: the Product Owner, the Customer (but not the user), short iterations, User Stories. Where do UX professionals fit in this new world? Agile methods also bring a new mindset – no big design, no specifications, minimal planning – which conflict with the needs of UX design.


    This lecture discusses the key elements of Agile for the UX community and describes strategies UX people can use to contribute effectively in an Agile team, overcome key weaknesses in Agile methods as typically implemented, and produce a more robust process and more successful designs. We present a process combining the best practices of Contextual Design, a leading approach to user-centered design, with those of Agile development.


    Table of Contents: Introduction / Common Agile Methods / Agile Culture / Best Practices for Integrating UX with Agile / Structure of a User-Centered Agile Process / Structuring Projects / Conclusion

    Experience Design

    Marc Hassenzahl

    In his book «In the blink of an eye» Walter Murch, the Oscar-awarded editor of The English Patient, Apocalypse Now, and many other outstanding movies, devises the Rule of Six – six criteria for what makes a good cut. On top of his list is «to be true to the emotion of the moment,» a quality more important than advancing the story or being rhythmically interesting. The cut has to deliver a meaningful, compelling, and emotion-rich «experience» to the audience. Because, «what they finally remember is not the editing, not the camerawork, not the performances, not even the story–it's how they felt.» Technology for all the right reasons applies this insight to the design of interactive products and technologies – the domain of Human-Computer Interaction, Usability Engineering, and Interaction Design. It takes an experiential approach, putting experience before functionality and leaving behind oversimplified calls for ease, efficiency, and automation or shallow beautification. Instead, it explores what really matters to humans and what it needs to make technology more meaningful.


    The book clarifies what experience is, and highlights five crucial aspects and their implications for the design of interactive products. It provides reasons why we should bother with an experiential approach, and presents a detailed working model of experience useful for practitioners and academics alike. It closes with the particular challenges of an experiential approach for design. The book presents its view as a comprehensive, yet entertaining blend of scientific findings, design examples, and personal anecdotes.

    Social Media and Civic Engagement

    Scott P. Robertson

    Social media platforms are the latest manifestation in a series of sociotechnical innovations designed to enhance civic engagement, political participation, and global activism. While many researchers started out as optimists about the promise of social media for broadening participation and enhancing civic engagement, recent events have tempered that optimism. As this book goes to press, Facebook is fighting a battle over the massive disclosure of user information during the 2016 U.S. presidential campaign, social analytics company Cambridge Analytica is being revealed as a major player in micro profiling voters in that same election, bots and fake news factories are undermining democratic discourse via social media worldwide, and the president of the United States is unnerving the world as a stream-of-consciousness Twitter user. This book is a foundational review of current research on social media and civic engagement organized in terms of history, theory, practice, and challenges. History reviews how researchers and developers have continuously pushed the envelope to explore technology enhancements for political and social discourse. Theory reveals that the use of globally-networked social technologies touches many fields including political science, sociology, psychology, media studies, network science, and more. Practice is examined through studies of political engagement both in democratic situations and in confrontational situations. Challenges are identified in order to find ways forward. For better or worse, social media for civic engagement has come of age. Citizens, politicians, and activists are utilizing social media in innovative ways, while bad actors are discovering possibilities for spreading dissension and undermining trust. We are at a sobering inflection point, and this book is your foundation for understanding how we got here and where we are going.

    Research in the Wild

    Paul Marshall

    The phrase «in-the-wild» is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave (1988), Lucy Suchman (1987), and Ed Hutchins (1995) began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living. A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit—decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets. The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being in-the-wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ (Rogers, 2012). Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.

    Designing for Gesture and Tangible Interaction

    Mary Lou Maher

    Interactive technology is increasingly integrated with physical objects that do not have a traditional keyboard and mouse style of interaction, and many do not even have a display. These objects require new approaches to interaction design, referred to as post-WIMP (Windows, Icons, Menus, and Pointer) or as embodied interaction design. This book provides an overview of the design opportunities and issues associated with two embodied interaction modalities that allow us to leave the traditional keyboard behind: tangible and gesture interaction. We explore the issues in designing for this new age of interaction by highlighting the significance and contexts for these modalities. We explore the design of tangible interaction with a reconceptualization of the traditional keyboard as a Tangible Keyboard, and the design of interactive three-dimensional (3D) models as Tangible Models. We explore the design of gesture interaction through the design of gesture-base commands for a walk-up-and-use information display, and through the design of a gesture-based dialogue for the willful marionette. We conclude with design principles for tangible and gesture interaction and a call for research on the cognitive effects of these modalities.