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Interaction Design - Science topic
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Dear everyone.
I recently ran Two-way ANOVA with my field experiment data.
Before beginning the experiment, I designed to show the interaction between the two dependent (fixed) factors to observed traits. (with Type III ANOVA) >> Y ~ a + b + axb
However, I got any of the results with non-significant interaction.
In this case, can I ignore (or remove)the interaction term in the model? >> Y ~ a + b
btw,
Can I modify or revise the model when I get a non-significant interaction term from the two-way ANOVA?
Thanks for reading and kind reply.
How does the term apply within the GUI (graphic user interface) context?
One of my students is setting up an experiment to test the effect of smart cameras on bridge operators’ situation awareness. In this experiment participants will watch 50 short videos per condition (smart camera vs. normal camera). After each video participants need to answer one simple question. Furthermore, after each condition the participants are asked to answer 6 questions.
We are looking for a software package in which we can set up this experiment. This means we need a software package in which we can combine the short videos (100 in total) and the questions. This software should not only allow to display the videos and questions, but also to capture the participants’ answers. For the video part of the experiment it is preferable that the screen only exists of the video itself, so not white/black frame around the video.
What is a suitable software package which we can use to create this experiment set-up?
Background:
M.S. User Experience and Interaction Design student
I have a few questions for Hepatology students
What are the three subjects in the curriculum which you find difficult to understand and why?
Which is the one subject which can bridge a gap between theory and clinical studies? What are the current methods to learn it?
Do you feel cognitive load while understanding complex structure of the liver and portal venous system or any other specific topic? Can you list down 5 top reasons behind the cognitive load?
When was the last time you felt that this subject (if any) needs to be enhanced by some other means for ease of understanding? For example: The subject needs enhanced realistic visualization, lacks perceptual variation, needs deliberate practice and repetition and feedback and so on.
When was the last time you felt severe sleep deprivation and you lost focus? Why do you think this happened?
If my research is going in wrong direction, please feel free to tell me.
Thanks.
What challenges and opportunities will shape interaction design in the next 10 years?
I am currently investigating means to assess human interaction interest on a mobile robotic platform before approaching said humans.
I already found several sources which mainly focus on movement trajectories and body poses.
Do you know of any other observable features which could be used for this?
Could you point me to relevant literature in this field?
Thanks in advance,
Martin
Good morning,
I have doubts about the of interpretating a lower order interaction terms in the presence of a significant higher order interaction effect. Also, if it depends on whether the latter is significant or not
It is assumed that, due to the marginality principle, a main effect cannot be straightforward interpreted when an interaction in which is involved is present in the model.
BUT
- is the same applicable with lower order interactions when higher order interaction is present?
- Furthermore, is the interpretation of the lower order dependent on whether the higher order interaction is significant or not?
- I take advantage to ask the same regarding main effects, can I interpret their results if the interaction where is involved is not significant or I have to repeat the model taking out the interaction?
Thanks, it would be great if you recommend me some references at this respect. Not very mathematical, please!!
Hi! I premise that what I am interacting has a theoretical foundation, so that it makes sense to explore the existence of a non-linear relationship. As in the question above, my independent variable of interest is highly significant, but the moderator and the interaction term are not. The squared variable of the main independent variable is not significant (this is also good and theoretically valid).
However, when I interact the squared variable with the moderator, the interaction term is significant, as well the moderator (not the squared variable). Empirically, does it make sense? I know that an interaction term can be significant even if one of the main effects is not (i.e. the squared variable in my case). But, I am a bit confuse about the moderator, which is initially not significant and then turns to be significant?
Any help?
Thanks.
Hi,
I wonder how I should report AVE and CR for my research model, that contains a interaction.
Following the product indicator approach, I modeled paths of my DV (A), the moderator variable (Z), and their product (AxZ) leading to the AV. Do I report AVE and CR of the DV, the moderator variable,their product variable and the AV? Or only DV, moderator, and AV? Or only DV, product variable, and AV?
I am confused and highly appreciate any advise.
Best,
Lisa
Knowing more of Interactive Architecture
Hi,
I need help on the interpretation of interaction term (var 1 * var 2) on DV. The model would have 3- 4 and I want to check whether one of them influences each other. IV are continous and 1 is categorical. I need help on below:
Interpretation of results in ANOVA, linear reg
What is the need for sample size in this regard? (is 220 ok?)
Any key assumptions for using this in first place?
Based on response surface methodology (RSM) of the design experts software, two-dimension graph were obtained. The influence of two independent variables (X1X2) on the response (QY) is shown in the graph.
How to explain the effect of their binary interaction on the response?

Hello!
Many authors of books on design and algorithms (Weapons of Math Destruction, The Filter Bubble, etc) have claimed that in order to serve the human mind better, algorithms might need to work more irrational.
My name is Michael and I'm an Interaction Designer from Switzerland. I am currently working on my Bachelors Thesis, which deals with Serendipity and Algorithms. How can algorithms work less rational, and help us to come across more serendipitous encounters!
As an experiment, I created a small website, which searches for Wikipedia entries that are associated with a certain term. The results are only slightly related and should offer serendipitous encounters.
Feel free to try it and comment your thoughts on it! I'm happy for any feedback.
Thank you
Michael
Hello!
Many authors of books on design and algorithms (Weapons of Math Destruction, The Filter Bubble, etc) have claimed that in order to serve the human mind better, algorithms might need to work more irrational.
My name is Michael and I'm an Interaction Designer from Switzerland. I am currently working on my Bachelors Thesis, which deals with Serendipity and Algorithms. How can algorithms work less rational, and help us to come across more serendipitous encounters!
I was wondering wether any of you are familiar with some sort of an irrational algorithm. Does this exist? Let me know if you know something in this field, or what you think about it, anything helps!
Thank you
Michael
Is there a way to measure Cognitive Affordance of an Interaction Design or has anyone come accross such an idea or an attempt to do so?
I am considering applying for PhD in Interaction Design / HCI, but I was wondering if anyone might have some tips on what topic to focus on for my proposal.
I am thinking about focusing on something related to smell based interfaces to help users with meditation/sleep/age factors etc.
OR wearable technology to help with depression/stress.
In my master thesis, I proposed a set of Human-Computer Interaction (HCI) guidelines for inclusive design focused on users with autism. A challenging aspect of the research was the evaluation of the guidelines' effectiveness, since I coundn't find a well stablished method, tool, technique or framework to perform this task. I decided to use a pilot evaluation through a qualitative survey and then I performed a second qualitative evaluation adapting the methods Level of Evidence and Strength of Recommendations (or Strength of Evidence) applied in Healthcare papers [1-5].
Is there some robust and well stablished method in HCI to evaluate a proposal of guidelines? How to ensure the effectiveness of new recommendations?
References:
[1] BRODERICK, J. P. et al. Guidelines for the management of spontaneous intracerebral hemorrhage: a statement for healthcare professionals from a special writing group of the Stroke Council. American Heart Association. Stroke. v. 30, p. 905-915, 2005.
[2] GRADE Working Group. Grading quality of evidence and strength of recommendations. BMJ: British Medical Journal, v. 328, n. 7454, p. 1490, 2004.
[3] LOBIONDO-WOOD, G. P.; HABER, J. Nursing research: Methods and critical appraisal for evidence-based practice. St. Louis, MO: Mosby Elsevier. 2010. 7ª Ed.
[4] NKF, National Kidney Foundation. KDOQI Clinical Practice Guidelines and Clinical Practice Recommendations for Diabetes and Chronic Kidney Disease. 2007. https://www2.kidney.org/professionals/KDOQI/guideline_diabetes/appendix2.htm
[5] SIMON, S. Special guidelines for overviews and meta-analyses. 2010. http://www.pmean.com/12a/journal/meta-analysis.asp
the main objective is to investigating how Design Thinking would correlates to and affects on smart clothing projects.
partner expected to be:
-self-motivated
-majored in industrial design or interaction design
-have related research experience
-work from distant
you will not be paid!
Does it only include programming?
When I told an IT firm that an industrial designer could participate in the user experience surveys, interaction design and conceptual ideation; they laughed and did not gave me the job! ;)
In the context of testing method design
Technology is changing fast and wayfinding indoors up until now has lacked a good solution. Beacons and the such like have been considered for making it possible to have a GPS style feature indoors but as yet seem to work whereby they pinpoint users accurately. What solutions are out there?
I am investigating the interaction between thin coil and cylindrical magnet. I inserted magnet inside a selenoid to keep it floating in there. The magnet does not want to stay stable in the center of solenoid, but it attracts to the selenoid wall. I dont understand it.
Hi Professors
I am wondering id the following diagram reflects the actual interconnection between instructional systems technology and Human-Computer Interaction design from practical viewpoint?

Assume you want to test an interaction between a treatment and a subject-specific covariate. The covariate, i.e. its score is constructed from answers to items of a questionnaire. Each answer to the Likert type question is reduced to a dummy variable, then adding all these items to form a score. Having 11 items, one could treat this score as a metric variable (as an independent variable in regression), or one could form a binary variable, e.g. by median-split.
Now 3 questions:
1. Is the choice of whether to treat the score as a metric variable, or to reduce it to a binary variable (by median split) in an interaction only determined by my hypotheses or are there other considerations? Does it affect the power of respective tests?
2. Assume I aim to randomly allocate subjects to treatments blocked on the covariate, is this (dis)advantageous when testing the interaction of treatment with the metric covariate instead of the binary covariate? Are there other advantages for blocking in a laboratory experiment except that I can be reasonably sure that there are enough subjects of both groups allocated to each treatment?
3. Is there a method that can help me to determine the best way of how to reduce the metric covariate so it can be used for blocking? Should I form a median split, de-meaning, or use another algorithm in order to create two (or more?) groups?
Thanks in advance.
Hi Folk,
I am curious about the interconnection/relationship between two important fields Instructional Systems Technology and Human-Computer Interaction/Design.
Thank you
I'm building up a prototype
Dear All!
I stumbled upon a blog. The author claimed that the ratio "perceived time" to "actual time" while using a system was a good indicator when investigating the User Experience of interactive systems. However, the author did not clarify what it exactly is that we can measure with this. I believe it may somehow be related to "User Engagement". O'Brien & Toms (2008) found indications that the perception of time could be relevant. But when O'Brien & Toms (2010) used items of "perceived time" to develop their "User Engagement Questionnaire" a factor called "Focused Attention" absorbed all items of "Perceived Time". However, they never asked users to estimate the time spent in minutes (not to my knowledge, at least).
All in all, I haven't found any publications corroborating the relationship between "perceived time" and User Engagement or other aspects of User Experience. So, my questions are:
- To what constructs is perceived time related to and how reliable and strong is the relationship?
- Is there any research? Please let me know about any paper you know.
im currently researching something for a board game which projects the actual board game. and i dont know where to start on the motion detection thing. example in a chess game where i would just click the chess piece provided by a projector and i can move that chess piece. long story short, when the projector projects a board game on a flat surface it is transformed to a touch screen style game board. i hope this makes sense
I have read several articles online that define interaction design as having a major characteristic - being involved in some use of computer or internet technology. Are we saying that interaction design must use and/or reference computer-related technology? The field of HCI has a history that existed prior to such usage so I'm wondering if we have redefined the term (i.e., interaction design) to accommodate what is done today.
I know only of a software called SUEDE, but I could not find it where it is available to download.
SUEDE:
I am experimenting with finding a way to trace behaviors back to design features for a game and I figured affordances may be the way to go. The goal is through participant observation and interviews to tie behaviors back to affordances that are aimed back at artifacts. Here is what I have in mind with an example.
Say I want to study players playing FIFA online.
Stage 1: Play the game and attempt to identify artifacts and affordances. Artifacts do not have to just be part of UI but they can also non-visual (e.g., algorithms and other pieces of code). The view that I would build is still one of perceptual affordances but probably closer to a designers model rather than a user's model. That's okay. Also, I am expecting that of the affordances I discover not all users will perceive the same affordances or utilize all features in a game. In fact, some artifacts that lead to affordances may be a mystery to some players.
Example:
=Artifact= =Affordances=
Team Score indicator tracking game progress
predicting game outcome*
Player rank tracking players skill in the world
* An artifact can have more than one affordance. Some are implicit while others explicit. Not all affordances have to be confirmed at this stage either. This is so that I will have something to work with.
** I also may or may not categorize affordances at this point.
Stage 2: Play the game but this time attempt to actively talk to people as well as have interviews. The goal is to verify as many of the affordances identified as I can and even link them to the artifacts. At this stage, I also aim to expand affordances to further behaviors.
Example:
=Artifact= =Affordances= =Behavioral outcomes/effects=
Team Score indicator tracking game progress feeling pressured
predicting game outcome becoming more aggressive near the end of the game
Player rank tracking players skill in the world feeling exposed
* At this point some of affordances will be dropped if not verified. Others may be added. Behavioral are linked to affordances all the way to artifacts.
Grouping of artifacts and affordances under themes will be done at this point.
Stage 3: Ask actors more direct questions that aim to provide a more definitive picture of the links identified.
I omitted a lot of the process but kept the gist.
Some references for context:
Auger, J. (2013) Speculative design: crafting the speculation, Digital Creativity, Vol 24, Issue 1, 11-35.
Dunne, A. & Raby, F. (2014) Speculative Everything: Design, Fiction & Social Dreaming, MIT Press.
Proponents of pattern languages claim they are a way to bridge several communities (e.g. researchers and practitioners; or users, interaction designers and software engineers) and that they are usable in different phases of the design process.
i.e. Borchers, Jan O. "Interaction design patterns: twelve theses." Workshop, The Hague. Vol. 2. 2000.
Others present a much more critical view on the practicality of pattern languages.
Dearden, Andy, and Janet Finlay. "Pattern languages in HCI: A critical review."Human–computer interaction 21.1 (2006): 49-102.
These writings remain quite abstract, however. They present arguments for and against patterns, but few facts about how patterns are actually used by practitioners outside of the patterns community.
Are you aware of any empirical (e.g. ethnographic) studies on the use of design patterns in practice?
I am particularly interested in studies within human-computer interaction; of projects that are not lead or initiated by researchers studying patterns and of studies that show how patterns are used in conjunction with other types of knowledge representations (e.g. persona’s, scenario’s).
Thanks in advance!
With a focus on action/platform games (e.g. Little Big Planet) or first person shooter (e.g. Call of Duty) games
We're applying for H2020 funding for assistive technologies so an SME or academic partner would be best.
My intention is to run focus groups, observe people interacting with technology or apps, observe people interacting with people to achieve a goal in order to discover the range of personality constructs that help and hinder users trying to achieve a goal. These constructs can then be used to design a multimodal HMI that supports the interactions between the system and the users. Is anyone interested?
You'll need an understanding of human factors techniques
You'll need an understanding of our end user population - in this case the elderly
You'll need to have an open mind about designing software with personality!
You'll need an awareness of cross-cultural differences in behaviour, what is acceptable behaviour in France may not be in England! We want our software to be inclusive.
Experience in developing software to support the elderly or disabled users would be great
I know it is unusual, but I am wondering if there are any collaborative Virtual reality projects you know of in Edmonton, Canada. My main area of interest is spatial awareness and human material interaction. I appreciate your help.
I'm currently working on the improvement of the interaction design and the aesthetics of a vending machine, but I've not found literature in this area. Could anyone suggest some references, please?
Why is it innovative?
How does it presumably improve health?
What understanding of health is is grounded on?
Hi all,
I have a triple interaction: A*B*D, where A and B are continuous variables and D is a dummy. My regression is Y = A + B + D + A*B + A*D + A*B*D
In this case, do I HAVE TO include B*D also? In theory here the effect of B will not be affected by whether D=1 or D=0.
The problem is, if I omit B*D, A*B*D is significant as expected. But if I include B*D, A*B*D becomes insignificant, and B*D is also insignificant. Can anyone give some suggestions whether I have to include B*D?
Thanks very much!
If you know any parallel study in any other country. Looking for case studies, research papers, projects around interaction design in public services.
UG civil engineering course students are required to undertake a project work which involves field work, survey, industrial interaction, design, use of smart materials, solid waste management etc
When I read and analyse any structure or plan of a building or a city in Singapore and China, the architects and designers always focus on Feng-shui. Is it an indispensable factor in design of Asia countries or it is just a culture and habit of Asian designers/ architects?
In our paper we have tried to understand what we mean by Values in Interaction Design. What did we miss? What else needs to be considered?
Conference Paper Incorporating Values into the Design Process: The Case of E-...
I am a student in Interaction Design and we are doing a project which involves collaborative interactions and physical play. We already have the concept, but I was wondering if anybody can give me some answers or references for articles regarding the way people perceive games, what shapes and color attract them the most and how can the platform of the game be as inviting as possible for them to use it. Thank you.
I'm planning to use the diameter of an eye pupil in order to provide some parameters to adapt the Graphic User Interface according the diameter of the pupil.
I am working on a paper where we develop a developed definition of the notion of interactivity as it is commonly understood in the field of HCI. Any references to papers with definitions would be welcome.
Dear All,
Could anyone suggest me some research studies dealing with the ways in which different models/metaphors of communication & organisation can shape the roles, understandings and relations within a design team (in a co-design situation)?
Thanks
Baki
I'd like to build a graphical user interface that adapts according to eye pupil diameter, then I'd like to try to detect some human vision problems and to provide a graphical user interface according to the level of the problem of human vision.
I work on a project and I am new in this domain, but I am not really sure about the pins that have to be connected to the Arduino pins. Usually I saw that the module comes with probably 3 pins, but on these ones I have to solder the pins and also figure out what pins to connect to the Arduino board, but I do not know and cannot find which ones go where. Thank you in advance.
I believe that many of you are academic researchers as well as research students' supervisors. And I think you would agree with me that your students are easier to track down online (e.g. on Facebook). Gradually, I developed a habit of communicating and discussing research ideas with the students using these online social networks. However, I find it difficult to collect the discussions which have occurred on these platforms. The messaging services/chatrooms in particular. Is there any good collaborative platform that solve this problem. Well, I know you would probably mention Google's or Version Controls. They are good if you have a well-planned project to run. What about those discussions or casual chats during random brainstormings or daily interactions? The ideal platform would be like a note-taker to record all these little things. Of course, it would also support the usual stuff like emailing and file-transferring. I'd like to hear your ideas and maybe how you use existing technologies such as FB/Whatsapp to achieve the same goal.
Affective Haptics is the emerging area of research which focuses on the design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch.
There is a "one handed operation" feature on Samsung's Galaxy Note 3, which allows users to shrink the display into a small thumb-reachable area. I'm wondering if Samsung published any research about it? Or is it borrowed from some research project?
In current interior design practice several aspects of decision making are brought to the design process in relation to the importance of the variables to be dealt with. The more common are the branding, the design, the financial, the human factors, the functionality of both space and cognition, sustainability, the innovation or novelty, the commercial potential and the commercial success, the working conditions for the employees, the store layout, the technological infrastructure, the logistics of merchandise display and storage, the safety of both clients and staff, the experience offered, the support on the election of the right product. And all must be met during the design decision process.
What are the main used metrics for evaluate gestures (on-device or in-air) based interactions and interfaces? Any papers, examples, books, or any references on this topic will be much appreciated.
Social referencing has been a medium to study the dyadic interaction between owner and dogs. However, I could not find any research or tool aimed at observing dogs behavior in different real social situations, where a dog's behavior is scored while a situation where either human or dog, or both, are involved. Since I need a schema coding to observe that behavior I should build one. Nonetheless, to develop that instrument is a difficult task for me, I need guidelines from other experts.
As interface design matters a lot for this.
Interesting concepts around how fans/viewers can use such a tool as a second screen and also how certain visualizations can reveal new correlation around player's performances.
Human-Computer Interaction has evolved a lot in recent years. Most notably, modern computer systems enjoy the benefits from modern HCI tools and technologies. However, while designing for especially skilled persons (e.g., air force personnel, emergency response teams) I could trace that HCI tools, technologies and experiments were heavily utilized for none but the air force personnel. I am looking for solid reference (s) where the power of HCI was/is used in designing user interfaces (interactive systems) for mariners.
I want to see at least the start point that reveals,
1. What are the factors that the designers should consider for designing fro the mariner.
2. What observation should be made on the vessels (any clue, how?), on the personnel, etc.
Any thoughtful and open idea is welcome...
Software development program that would provide accessibility on multiple platforms and real time interactability.
We are starting a Master's course on Experiencing Persuasive Environments. Most examples are persuasive objects, but we are looking for persuasive environments. The pianostairs example of theFuntheory.com is a clear and nice example. Anyone knows any other nice examples (e.g. on Youtube, Vimeo, or pictures)?
We know of many cognitive biases, such as self reporting bias, confirmation bias, illusion of validity etc. (cf wikipedia link below), so how would you devise evaluations, and manage analyses of trial data in such a way that is aware of these constraints .