Title: SIGCHI Workshop - Moscow State University
1SIGCHI 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)
2HCIs 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.
3Relationship 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
4Advancing 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
5Winograds 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).
6The 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).
7HCI 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).
8The 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)
9Pedagogical 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.
10The 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).
12In 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.
13In 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.
14Design 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.
15Design, 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.
16Ethnography 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.
17Benefits 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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22Design 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).
23Design 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
24Expanding 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.
25Converging 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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27Human-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
28Some 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
29Implications 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
30Future 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
31From 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
32Relationship 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)
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