# Test 2 Reading Notes ## Week 6: Prototyping ### Reading 1 **Title:** What do prototypes prototype? In M. Helandar, T.K. Landaeur, & P. Prabhu (Eds). Handbook of Human-Computer Interaction, 2. (pp. 367-381). Elsevier Science. **Author:** Houde, S., & Hill, C. (1997) * Make better decisions about the kinds of prototypes to build by focusing on the **purpose of the prototype**, rather than the attributes of the prototype (i.e. what tool was used to create it, fidelity). * Establish a model that describes a prototype in terms of th artifact being designed. * Role: the way in which is it useful to them. Describe the functionality that a user might benefit from. * Look and feel: what the user looks at, feels, and hears when using it. Simulate what it would be like to look at and interact with it. * Implementation: the nuts and bolts of how it actually works. Used to discover how a future artifact might actually be made to work. * Integration: represent the complete user experience of an artifact (combined prototype of role, look & feel, implementation). * Purpose of this model is to make it easier to develop (have 3 different prototypes evaluated in parallel) and communicate. ### Reading 2 **Title:** Prototyping tools and techniques **Author:** Beaudouin-Lafon, M., & Mackay, W. (2003) Design is about making choices. In many fields that require creativity and engineering skill, such as architecture or automobile design, prototypes both inform the design process and help designers select the best solution. * Begins with thier defenition of a prototype * **Prototype**: a concrete representation of part or all of an interactive system. A prototype is a tangible artifact, not an abstract description that requires interpretation * We can analyze prototypes and prototyping techniques along four dimensions: * Representation describes the form of the prototype, e.g., sets of paper sketches or computer simulations; * Precision describes the level of detail at which the prototype is to be evaluated; e.g., informal and rough or highly polished; * Interactivity describes the extent to which the user can actually interact with the prototype; e.g., watch-only or fully interactive; and * Evolution describes the expected life-cycle of the prototype, e.g. throwaway or iterative. * Discussion on the role of prototyinpg within the design process * User-centered design:The field of Human-Computer Interaction is both user-centered (Norman & Draper, 1986) and iterative. * Participatory design:Participatory (also called Cooperative) Design is a form of user-centered design that actively involves the user in all phases the design process (see Greenbaum and Kyng, 1991, and chapter 54 in this volume.) Users are not simply consulted at the beginning and called in to evaluate the system at the end; they are treated as partners throughout. * Design is not a natural science: the goal is not to describe and understand existingphenomena but to create something new. Designers do, of course, benefit fromscientific research findings and they may use scientific methods to evaluate interactive systems. * Rapid Prototyping * offline and online * The goal of rapid prototyping is to develop prototypes very quickly, in a fractionof the time it would take to develop a working system. By shortening the prototype-evaluation cycle, the design team can evaluate more alternatives and iterate the design several times, improving the likelihood of finding a solution that successfully meets the user's needs * Examples: * Paper prototypes * Mock-ups * Wizard of Oz * The goal of on-line rapid prototyping is to create higher-precision prototypes than can be achieved with off-line techniques. Such prototypes may prove useful to better communicate ideas to clients, managers, developers and end users. * Examples: * Non-interactive simulations * Interactive simulations * Scripting languages * Iterative prototyiping * uses online development tools * Prototypes may also be developed with traditional software development tools. Inparticular, high-precision prototypes usually require a level of performance that cannot be achieved with the rapid on-line prototyping techniques described above. * Evolutionary prototyping * Based on a sound software architecture * Evolutionary prototypes are a special case of iterative prototypes, that are intended to evolve into the final system. Methodologies such as Extreme Programming (Beck, 2000) consist mostly in developing evolutionary prototypes. ### Reading 3 **Title:** A Framework for the Experience of Meaning in Human-Computer Interaction **Authors:** Mekler, E. & Hornbæk, K. (2019) * What makes interaction good: consistency, transparency, usability, positive emotions, and **meaning**. * A framework was developed to help the field of HCI understand meaning and figure out how to create interaction designs that are meaningful. * The framework outlines five distinct senses of the experience of meaning: * Connectedness: the experience of meaning always connects beyond the immediate experience. * Purpose: Having a sense of direction. * Coherence: The extent to which one’s experiences make sense. * Resonance: A positive gut-feeling that what is happening now feels right. * Significance: our experiences and actions at a given moment feel important and worthwhile. ### Reading 4 **Title:** Touchstone2: An Interactive Environment for Exploring Trade-offs in HCI Experiment Design **Authors:** Eiselmayer, A., Wacharamanotham, C., Beaudouin-Lafon, M., & Mackay, W. (2019) * Touchstone2 is a direct-manipulation software for generating, comparing, and sharing experiment designs. * Researchers can assess experiment designs with four metrics: (1) learning effects, (2) session duration, (3) number of participants, and (4) statistical power. * HCI community needs a common language for defining and sharing experiment designs to make experiments reproducable. * Specifies and compares design alternatives according to randomization strategies (counterbalancing, blocking, replication), session length, and statistical power by using the Touchstone Language (TSL) ## Week 7: Context and Distributed Cognition ### Reading 1 **Title:** How a cockpit remembers its speeds. Cognitive Science **Authors:** Hutchins, E. (1995) http://www.it.uu.se/grad/courses/qualresearch/teachingplan/hutchins.pdf * This article presents a theoretical framework that tokes a distributed, socio-technical system rather than an individual mind as its primary unit of analysis. * In this paper, I will attempt to show that the classical cognitive science approach can be applied with little modification to a unit of analysis that is larger than a person. * The jist of this reading is how the cockpit of a plane distributes the cognitive load amongst instruments and pilots. * The cockpit system remembers its speeds, and the memory process emerges from the activity of the pilots. * The memory of the cockpit, however, is not made primarily of pilot memory. * A complete theory of individual human memory would not be sufficient to understand that which we wish to understand because so much of the memory function takes place outside the individual. ### Reading 2 **Title:** Studying context: A comparison of activity theory, situated action models and distributed cognition. In B. Nardi (Ed.) Context and Consciousness: Activity Theory and Human-Computer Interaction. (pp. 35-52). MIT Press. **Authors:** Nardi, B. (1992) http://sonify.psych.gatech.edu/~ben/references/nardi_studying_context_a_comparison_of_activity_theory_situated_action_models_and_distributed_cognition.pdf * This chapter looks at one approach to the study of context: **activity theory**, situated action models, and the distributed cognition approach. to see what tools each offers to help manage the study of context * Activity theory * Complex * In activity theory the unit of analysis is an activity. * Activities may overlap in that different subjects engaged together in a set of coordinated actions may have multiple or conflicting objects * Activity theory holds that the constituents of activity are not fixed but can dynamically change as conditions change * A key idea in activity theory is the notion of mediation by artifacts * Activity theory seems the richest framework for studies of context in its comprehensiveness andengagement with difficult issues of consciousness, intentionality, and history * Situated action models * Distributed cognition approach ### Reading 3 **Title:** Online Grocery Delivery Services: An Opportunity to Address Food Disparities in Transportation-scarce Areas **Authors:** Dillahunt, T., Simioni, S., & Xu, X. (2019) https://dl.acm.org/doi/pdf/10.1145/3290605.3300879 * This study evaluates online food delivery services potential to provide healthy-food access and infuence healthy-food purchases among individuals living in transportation-scarce and low-resource areas. * **RQ1**: Does the online grocery-delivery model serve as a feasible model to provide healthy-food access to lowincome and transportation-scarce individuals? Why or why not? * Our results show that Shipt participants overwhelmingly had a positive experience using the service; all participants said that they would use the service again. Our interview results revealed that Shipt participants who found the service most benefcial included those with credit cards and those who were socially isolated. * **RQ2**: Does an online grocery-delivery service lead to healthier-food choices? Why or why not? * however, the descriptive statistics from Table 1 suggests that those in the Shipt group purchased a higher percentage of healthier, or green, items than red items (54% versus 22%) via Shipt, * Although our qualitative data suggests that Shipt supported access to healthier food choices because of its partnership with supermarkets, users did not note making healthier choices or say that the Shipt design infuenced their inclinations toward making healthier selections * **RQ3**: What opportunities exist for online grocery delivery service design to support healthy choices among individuals living in low-income and transportationscarce environments? * Although there is a lack of consensus for the formal defnition of “food deserts”, the term refersto an urban orsuburban area with limited number of grocery stores and residents’ limited access to afordable and healthy food. * Onboarded a randomize selection of participants to Shipt, held semi structured interviews and conducted demographic surveys. * We found that the service not only provided participants with access to healthy food but that our Shipt group purchased a higher percentage of healthy grocery items overall. ### Reading 4 **Title:** “They Don’t Leave Us Alone Anywhere We Go”: Gender and Digital Abuse in South Asia **Authors:** Sambasivan, N., Batool, A., Ahmed, N., Matthews, T., Thomas, K., Gaytán-Lugo, L., Nemer, D., Bursztein, E., Churchill, E., & Consolvo, S. (2019) https://dl.acm.org/doi/pdf/10.1145/3290605.3300232 * Qualitative study of the online abuse experiences and coping practices of 199 South Asian women. * We found that a majority of our participants regularly dealt with online abuse of three major types: cyberstalking, impersonation, and personal content leakages. * Consequences included emotional harm, reputation damage, and physical and sexual violence. * Participants coped through informal channels rather than through technological protections or law enforcement and limiting information on social media. * Solutions to address gender-related online abuse in the South Asian context need to consider familial and sociocultural power relations. ### Reading 5 **Title:** Risk vs. Restriction: The Tension between Providing a Sense of Normalcy and Keeping Foster Teens Safe Online **Authors:** Badillo-Urquiola, K., Page, X., & Wisniewski, P. (2019) https://dl.acm.org/doi/pdf/10.1145/3290605.3300497 * Qualitative research in the space of foster families, adolescent online safety, and technology mediation in the home via interviews. * Over half of the foster teens encountered high risk situations that involved interacting with unsafe people online. * Foster parents who had high-risk teens and were inexperienced with technology themselves were most likely to revoke access to technology in the home. * Parents with more technology expertise were more likely to leverage parental control software to monitor technology use. * In all cases, foster parents struggled with mediating technology use in a way that ensured the online safety of their foster teens. * A consensus shared by most of the foster parents was that their teens experienced severe abuse and trauma that made them more vulnerable to online risks than typical teens. * Suggestions include providing more training for parents and design parental control software that is uniquely tailored to foster families. ## Week 8: Experiments and Evaluation ### Reading 1 **Title:** Chapter 5: Designing HCI Experiments. Human-Computer Interaction: An Empirical Research Perspective **Authors:** MacKenzie, I.S. (2013) ### Reading 2 **Title:** Heuristic evaluation of user interfaces **Authors:** Nielsen, J., & Molich, R. (1990, March) https://dl.acm.org/doi/pdf/10.1145/97243.97281 * Heuristic evaluation is an informal method of usability analysis where a number of evaluators are presented with an interface design and asked to comment on what is good and bad about the interface. * Use within the framework of the nine heuristic principles. * Heuristic evaluation is difficult. * Best way is to have 3-5 people perform evaluations independently and then aggregate the results. * Differences between individual evaluations are larger the more complex the system is. * Not good for evaluating voice interactions. * Advantages: cheap, intuitive, no early planning required, can be used early in development process. * Disadvantages: identifies problems without potential solutions, and is biased by mindset of evaluators. ### Reading 3 **Title:** ‘Think secure from the beginning’: A Survey with Software Developers **Authors:** Assal, H. & Chiasson, S. (2019) https://dl.acm.org/doi/pdf/10.1145/3290605.3300519 * Focuses on the human factors of software security, including human behaviour and motivation. * Conducted an online survey to explore the interplay between developers and software security processes. * Looked into how developers influence and are influenced by these processes. * Developers are well versed in software security and believe it is important. * Participants are motivated to uphold software security by the challenge or by their own values. * Real issues frequently stem from a lack of organizational or process support from their workplace to handle security throughout development tasks. ### Reading 4 **Title:** Anchored Audio Sampling: A Seamless Method for Exploring Children’s Thoughts During Deployment Studies **Authors:** Hiniker, A., Froehlich, J., Zhang, M., & Beneteau, E. (2019) https://dl.acm.org/doi/pdf/10.1145/3290605.3300238 * Anchored audio sampling (AAS), a remote data collection technique for extracting qualitative audio samples during field deployments with young children. * Records audio before and during a target event. * Allows researchers to passively capture rich, qualitative feedback about moments of interest and the events that precede them. * Able to do so at scale with data that comes directly from children within their natural environment. * Reusable, open source library for Android devices was developed.