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Title: SIGCHI Workshop - Moscow State University


1
SIGCHI Workshop - Moscow State University
  • The Design Enterprise
  • Revising the HCI Education Paradigm
  • December 2004
  • Anthony Faiola
  • Associate Professor, Informatics
  • Associate Director, Human-Computer
  • Interaction Graduate Program
  • Indiana University - School of Informatics (IUPUI)

2
HCIs Evolutionary Path
  • Every discipline has its own evolutionary path
    from which its practitioners should reflect upon
    its past to better assess the future,
  • e.g., the development of HCI educational programs
    and the preparation of future HCI practitioners.
  • This inquiry is important because these questions
    address the role that HCI professionals play in
    the development and deployment of technologies
    that will increasingly transform our daily
    personal and work lives.

3
Relationship between HCI and other fields
  • Academic disciplines contributing to HCI
  • Psychology
  • Social Sciences
  • Computing Sciences
  • Engineering
  • Ergonomics
  • Informatics
  • Human Factors
  • Cognitive Engineering
  • Cognitive Ergonomics
  • Computer Supported Co-operative Work
  • Information Systems
  • Design practices contributing to HCI
  • Graphic design
  • Artist-design
  • Industrial design

4
Advancing HCI in the New Millennium
  • Hollan, Hutchins, and Kirsh (2000) state that for
    HCI to advance in the new millennium
  • we need to better understand the emerging
    dynamic of interaction in which the task is no
    longer confined to the desktop but reaches into a
    complex, networked world of information and
    computer-mediated interactions (p. 19).
  • They argue that for people to pursue their goals
    in collaboration in future work environment,
    i.e., in a social and material world, will
    require a new theoretical basis and an
    integrated framework for research (p. 19).
  • Dillon (2002) also asked how HCI might construct
    itself as an intellectual field in light of the
    current disparity of practice between interface
    designers and academic researchers.
  • Distributed Cognition Toward a New Foundation
    for Human-Computer Interaction Research

5
Winograds Revelation
  • Winograds (1996) text, Bringing Design to
    Software shifted the focus of software
    development away from computing and toward
    design.
  • Normans (2002) recent discussion of emotion and
    design suggests that
  • effect and emotion are not as well understood as
    cognition, but are both considered information
    processing systems, with different functions and
    operating parameters (p. 38).
  • The surprise is that we now have evidence that
    aesthetically pleasing objects enable you to work
    better (p. 10).
  • good design should now refer to artifacts that,
    embody both beauty and usability in balance (p.
    40).

6
The Boundless Domain
  • The Shift Away from Computing-Centricity toward
    Human -Centricity
  • Beyond User-CentricityToward the Boundless
    Domain
  • By1990s - gradual acceptance of the
    human-centered model
  • Shneiderman (2002)- the second transformation of
    computing a shift from machine-centered
    automation to user-centered services and tools,
    i.e., pedagogical shift referred to as the
    Copernican shift
  • Barnard, et al (2000) argue that there is a
    dynamic shift away from the theorizing and
    experimentation (pure science of cognitive
    psychology) and toward the boundless domain,
    i.e., that
  • everything is in a state of flux the theory
    driving the research is changing, many new
    concepts are emerging, the domains and type of
    users being studied are diversifying, many of the
    ways of doing design are new and much of what is
    being designed is significantly different (p.
    221).

7
HCI educational course content design
  • HCI has become a multidisciplinary field
  • HCI demands a useful pedagogical framework that
    deals with the tensions between these fields by
    placing more emphasis on the strategic planning,
    design, and synthesis of product creation
  • (Faiola, 2003, 2002 Fallman, 2003 Löwgren,
    Stolterman, 2004).

8
The Significance of Design Knowledge
Convergence, not Form Making
  • Design has the ability to be broadly applied
    within many disciplines.
  • Jones argues that Design is a hybrid term that
    includes art, science, and mathematics, both
    artists and scientists operate on the physical
    world as it exists in the present (p. 10).
  • However, design, more than the arts or science,
    is a deeply embedded process of human ingenuity -
    to make order from chaos.
  • Design is the convergence of knowledge,
    innovation, and the hope that a concept could be
    realized.
  • Design is a process of
  • problem-solving that demands a protocol that is
    systematic and broad in scope
  • excavating the mind to discover patterns of
    knowledge that can formulate new solutions.
  • rearranging knowledge into restructured patterns
    or frames of information, DeBono (1990)

9
Pedagogical strategy needed
  • Provide a broader integration of knowledge
    domains that can account for understanding
    design, social context, and business strategies
    in addition to computing.
  • Provide design knowledge that is
  • a framework that supports and can help to merge
    all other knowledge domains
  • is instrumental for enhancing the conceptual
    model of future interactive products
  • Human-computer interaction (HCI) programs have
    made great strides over the last ten years,
    placing increasing emphasis on human-centricity
    and the social sciences.
  • However, HCI continues to need new knowledge
    domains that directly impact product design.

10
The Design Enterprise Model in HCI
  • The design enterprise model (DEM) outlines a
    methodology that is central for organizing and
    building design knowledge within a theoretical
    framework.
  • A pedagogical model referred to as the design
    enterprise is proposed that focuses on a
    three-fold integrated framework consisting of
    computing, social science, and business.
  • The model is proposed as the operation and
    centrality of design management.

11
  • The human-centered model is not new, but DEM
    pushes the traditional HCI model further by
    placing more emphasis on design as knowledge
    management, while extending its boundaries to
    include
  • 1) computing (interface and system design),
  • 2) social science (human theory and methods), and
  • 3) business practice (market strategizing).

12
In the DEM paradigm
  • designers have a means of administrating the
    enterprise of knowledge acquisition, process
    integration, and product modelling within a given
    social context.
  • design becomes a knowledge tool for facilitating
    the coordination and execution of product
    development
  • design is not subordinate to knowledge
    management, as is commonly applied by knowledge
    management professionals
  • design is not a component of computing or social
    science practice
  • design is much more broadly defined as a
    philosophical and methodological framework
  • all components, processes, and operations are
    transferred to design as a central repository
    that facilitates product managers with a
    knowledge map.

13
In the DEM paradigm
  • the framework places humans at the center, but
    design establishes order, organization, and above
    all, direction.
  • human-centricity is at the core of principles and
    practices, but design is pivotal to the operating
    domains of computing, social science, and
    business.
  • the role of design is far
    more universal to the
    conceptualization,
    administration, and
    evolution of a products

    life-cycle.

14
Design must be demystified
  • HCI students must learn good design
    fundamentals
  • Despite a wealth of course content on computing,
    cognitive theory, and interface design, HCI
    students still lack an adequate understanding of
    problem-solving as an enterprise that is
    human-centered and design-managed.
  • Design as knowledge management, includes the
    responsibility of domain collaborators to bridge
    cross-disciplinary boundaries within the DEM
    paradigm.
  • Two domains that are especially important to note
    besides computing, are the application of the
    social sciences, such as ethnographic theory and
    practice and business strategies.

15
Design, Social Science, and Ethnography
  • Need for HCI professionals to give a considerable
    degree of commitment to understanding and
    applying social context to system design
  • The logical positivist model of science continues
    to dominate in computing research
  • There is, however, an increasing shift to
    understanding social contexts for system design
    (Crabtree, et al., 1999 Hughes, et al.
    Weinberg, Stephen, 2002).
  • Ethnography and other social design processes are
    also playing an increasing role in providing the
    rationale for human-centered design that supports
    theories in psychology and sociology.

16
Ethnography and System Design
  • As an approach derived directly from
    anthropology, ethnography can provide information
    about the context of social and organizational
    phenomena, as well as ways that make those
    technologies human-centered.
  • Ethnography gives system designers a way to
    understand a social setting as it is perceived by
    those involved in that setting
  • This makes the contextual world of the human and
    computer visible through a thick and detailed
    description of activities observed. (Geertz,
    1994)
  • Hughes, et al. (1994) describe it as a portrait
    of life.

17
Benefits of Ethnography
  • Ethnography enables designers to do what
    traditional usability methods, such as
    time-on-task studies, cannot.
  • one criticism of time-on-task testing is that it
    falls short of delivering relevant design
    information.
  • Observation and interview sessions collect
    information that allows the user to co-direct a
    dialogue of inquiry. In this way
  • the designer and user can co-interpret and
    co-design by sharing ideas and solutions and an
    overall understanding of the design problems.
  • A co-invested collaboration is done through
    design techniques such as design ethnography,
    participatory design and pluralistic (cognitive)
    walkthroughs.
  • HCI students must understand the psychological
    and behavioural effects that transpire within the
    daily activities of social actions.

18
  • By exploring the differences across various
    quantitative and qualitative techniques for
    measuring human-system interaction,

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Design and Business
  • HCI students should learn to leverage new
    knowledge from a social context, while
    integrating existing business conditions that
    give tangible value to product development.
  • Traditional design and HCI programs rarely teach
    their students the relationship between design
    value and market value.
  • Donoghue (2002) suggests that usability is now
    linked to revenuesand profitsas never before.
  • Designers must educate themselves about business
    culture, business language, and business
    strategies, without becoming business
    professionals (Norman, 2003).

23
Design Education
  • NSF 2-day workshop (1996) Design_at_2006.
  • Report produced Design in the Age of
    Information topics and recommendations
  • rising technological opportunities,
  • new design principles,
  • design education, and
  • key research issues.
  • Printed and distributed by the Design Research
    Laboratory, School of Design, North Carolina
    State University, July 1997 Contact Jay
    Tomlinson, j_tomlinson_at_ncsu.edu

24
Expanding Boundaries
  • If we teach HCI and interaction design, then we
    may subscribe to Herbert Simon's definition that
    "design is concerned with how things should be"
    (Simon, 1969).
  • Everyone designs who devises courses of action
    aimed at changing existing situations into
    preferred ones.
  • Design, is the core of all professional
    training it is the principal mark that
    distinguishes the professions from the sciences.
    Schools of engineering, as well as schools of
    architecture, business, education, law, and
    medicine, are all centrally concerned with the
    process of design.
  • The boundaries of graphic design and industrial
    design have drastically changed over the last ten
    years.
  • Traditional designers are involved in the
    development of new products and their
    interactions, e.g., software and Web sites,
    strategic plans, wearable computers, digital
    libraries, gaming, database architecture, and
    interactive exhibitions.
  • The traditional disciplines of design are slowly
    realizing they no longer own the word design.
  • As Simon (1969) describes, design is being
    practiced by engineering, computer science,
    information systems, professional writing, and
    business.
  • Simon, Herbert A. The Sciences of the
    Artificial. Cambridge, MA MIT Press, 1969.

25
Converging Disciplines
  • If this is the case,
  • who is a designer,
  • how should they be educated, and
  • what should they learn?
  • With a convergence of disciplines, caused
    primarily by technology, there are multiple
    partnership that must emerge between the current
    fields of design, technology, the humanities, and
    business.
  • Both design and computer science education should
    consider a further evolution in education.

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27
Human-Environment Interaction Research
Science
Technology
Conceptions
Use
Design
Criticism
Presentation at the IU Informatics Conference,
Fall 04, Interaction Design Research, by
Professor Erik Stolterman, Department of
Informatics, Umeå University, Sweden
28
Some characteristics
Science
Criticism
Design
Explain predict Knowledge The True
Emancipate challenge Meaning The Ideal
Create change Competence The Practical
Presentation at the IU Informatics Conference,
Fall 04, Interaction Design Research, by
Professor Erik Stolterman, Department of
Informatics, Umeå University, Sweden
29
Implications for research and teaching
  • Areas of design research and teaching
  • Interaction design studies, w/ course development
  • Interaction critical studies, w/ course
    development
  • Interaction science studies, w/ course
    development
  • Each group has different purposes, goals,
    intentions, methodology, and outcome

30
Future of Interaction Design Research Teaching
  • New patterns of interaction will come with new
    inventions, but usually not where we expect them.
  • An understanding of the digital transformation,
    based on critical reflections of the primary role
    and meaning of technology
  • Focus on how people experience their lifeworlds,
    i.e., their organic and interactive contextual
    environment.
  • An intentional blend of science, criticism, and
    design approaches in research and teaching
  • Design will have a closer and more intimate
    relation to the technology

31
From HCI to Interaction Design
  • Human-computer interaction (HCI) is
  • concerned with the design, evaluation and
    implementation of interactive computing systems
    for human use and with the study of major
    phenomena surrounding them (ACM SIGCHI, 1992,
    p.6)
  • Interaction design (ID) is
  • the design of spaces for human communication and
    interaction
  • Winograd (1997)
  • Increasingly, more application areas, more
    technologies and more issues to consider when
    designing interfaces

32
Relationship between ID, HCI and other fields
Academic disciplines (e.g. computer
science, psychology)
Design practices (e.g. graphic design)
Interaction Design
Interdisciplinary fields (e.g HCI, CSCW)
33
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