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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.
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Byungwook Choi Careful here. If you hypothesized an interaction effect, you should keep the interaction term in the analyses whether statistically significant or not. Changing the model at this point is referred could be construed as HARKing (hypothesizing after the results are known) and is generally considered an unethical research practice.
Remember, nonsignificant results are important too!
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How does the term apply within the GUI (graphic user interface) context?
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The term "Graphic Design" is general and refers to visual communication applied to analog and / or digital media.
This has certain reminiscences of print, therefore, in the field of interaction design, the term "Visual Design" is often used.
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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?
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Does it have to be a software app? An alternative would be to do this within HTML. It would not be too challenging for your student to create a basic HTML page using javascript to accomplish what you are looking for. Furthermore, if you are at a University you could probably have someone in IT or a student set this up on a University server.
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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.
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I do not understand what do you mean by "Hepatology students"? Are these graduate students doing post-graduate training in Hepatology? Why Hepatology students in particular? what is your control group? Are these questions part of a questionnaire? What is the aim of your research? How did you develop these questions? What is the problem, and what are your research questions?
Hepatology is a straight forward subject and is much easier compared to cardiology, or neurology. So you need a control group to compare.
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What challenges and opportunities will shape interaction design in the next 10 years?
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I can answer from an educator's perspective. As an educator who designs and implements educational technologies (Ed Tech) in higher education, I think interaction design is an important part of whether a particular technology will see success (or not) in the classroom. From that point of view, we need user-friendly software which will enable all users (non-programmers) implement successful interaction design. If anyone, anywhere can make good interaction design, the field of interaction design will be able to collect lots of data from different parts of the world, perform analytics to determine what the good and bad parts of interaction design are, I think the entire field of interaction design will be able to evolve faster. This is a challenge and an opportunity at the same time.
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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
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you can read this research I hope it will be useful for you and good luck
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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
  1. is the same applicable with lower order interactions when higher order interaction is present?
  2. Furthermore, is the interpretation of the lower order dependent on whether the higher order interaction is significant or not?
  3. 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!!
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The reference David Eugene Booth gives has a section (6–3.6) titled, "The Assumption of No Interaction in a Two-Factor Model." (There are a couple of other places they speak on interactions, e.g., pp. 229).
In a 'round-about way Montgomery is stating that fitting a no-interaction model is fine as long as the residuals do not suggest that interaction terms are needed for the model to conform to assumptions. E.g., if a residual vs. fitted plot gives you funky patterns, you might need to consider an interaction term (or transformation).
My assumption is that this could extend to lower- vs. higher-interaction terms and I suggest: study the residuals. However, it may be just as efficient and, perhaps, better to first think about the context and previous work of the system under study. I.e., Does this k-way interaction make sense? Is there enough data to support such parameter estimation? What evidence is there from previous studies? Etc.
Interpretation beyond a two-way interaction becomes difficult and pretty much impossible for any humans I know in the 4th plus.
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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.
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Need help
If I am employing moderation in secondary time series analysis can I need to proceed with the methodology of time series?
I need some liturature regarding its methodology
Actually my all variables (quantitative) are of mixed order can I still procedd with ARDL approach irrespective of moderation analysis?
If someone guide me / suggest some relavent stuff I shall be very grateful for this favor.
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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
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we knew the CR and AVE for the measurement model ( Dependent and independent variables)only
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Knowing more of Interactive Architecture
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Brian R Johnson has bring a very broad view to the subject. I agree with the definition of technology, which is changing very fast. Before all these cool stuff, the interactivity of the space was going hand in hand with the adaptive space, which can respond to the changing needs of the user. So, it will be different from now on, also, regarding the discussion of AI. It is useful to limit the scope of the discussion when trying to delve deep into something.
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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?
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If you have continuous predictors then generally statistical power to detect interactions is very low so you'll struggle to detect interactions with 220 observations.
This is because statistical power for the interaction depends on the co-occurence of extreme values of both var 1 and var 2. If most observations are average - as say if data are approximately normal - on var 1 and var 2 these values (low-low, low-high, high-low and high-high) are are rare and statistical power is consequently poor.
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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?
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The best thing is to take a 3D Plot as an output and study the pattern. Things will be much more clear since it is the influence of the two variables which are varied to look at their influence on the response.
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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
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nice thinking
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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
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Dear Mi Sc ,
Simply put, serendipity is when the connection between things, leads to something positive.. So if serendipity is simply a series of positive connections that can be engineered, then serendipity can be calculated. In fact, I would go as far as saying that serendipity is an algorithm.
Regards,
Shafagat
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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?
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Dear Ms. Janki Dodiya,
There are a few usability metrics methods that can be used to help map not only users' mental model, but also to understand the relation between users' expectations and affordances. I often like to use Think-aloud Protocol for digital experiences and Task-Flow observation for physical experiences.
Hope these are useful. Let me know if you would like to discuss further about the subject.
All the best,
Adriano Renzi
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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.
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Tehrim Khaliq Indeed , smell based impairment is very rare work. I mean with the accessibility and web accessibility terms how to facilitate interaction and knowledge acquiring tasks for different types of the disabilities.
I have worked in this track for time, If you're interested please refer to my profiel and feel free to contact me.
Regards
Samaa
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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
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I believe your approach has been quite appropriate and extensive, considering how this is usually done.
The ultimate evidence of the effectiveness of guidelines is their successful application by practitioners. However this application is often ill defined. Who do you envision to be using your guidelines, and how do they go about it in practice. If you know this, you can set up an experiment simulating this practice and check whether your guidelines lead to an improvement. This is a lot easier if the intended use is heuristic evaluation than if the intended use is design. So many things influence design that is merely impossible to establish the positive impact of a certain set of design guidelines.
An alternative, as you suggest, is to compare your guidelines to generic criteria for guidelines such as understandability, comprehensiveness etc. I would say guidelines need to be decisive (thus help to distinguish good from bad alternatives), specific (it should be very clear what they apply to and what not), practical (it should be easy to apply the guidelines) and robust (they should be based on the best evidence available). These are properties that can be evaluated by experts from practice or academia, and thus form the basis for a heuristic evaluation of your heuristics.
For each of these approaches, I think the most important thing is to have a clear idea of your users of the guidelines whether they are designers or evaluators and a model of their practices.
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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!
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have you seen this article?
Regards.
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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! ;)
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R & D is the process by which a company works to obtain new knowledge that it might use to create new technology, products, services, or systems that it will either use or sell. The goal most often is to add to the company’s bottom line (https://www.shopify.com/encyclopedia/research-and-development-r-d). The end product of R & D is innovation. It is not just taking surveys and interviewing customers, etc. It is a process that always seeks to improve upon the existing technology, products and services, to excite customers. R & D in IT has to do with coming out with new ways of resolving IT issues in organizations through the improvements in softwares, etc. Surveys, etc. may serve as some of the tools that can be employed to achieve it. It is in two folds: RESEARCH and DEVELOPMENT. Without the development part, it is not complete. After the research, the development follows, and it is the development that produces the new technology, products and services, and new ways of doing things.
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In the context of testing method design
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My dear friend,
My new book has published. It is about design
as you are in this field i hope you will like it
Please read it and share it with everyone. It is talking about prosumer also for the first time in this book we talk about magic and its power in product design. It is talking also about future of consumers .I request you put the link of book on your page and your school website for your students.
Name: Everyone Is a Designer
Author: Mohsen Jaafarnia
Publisher: MJ
Ghochan, 2017
In Persian, Chinese and English
Topic: Industrial Design
Jaafarnia, Mohsen (2017). Everyone Is Designer. Ghochan, Iran : MJ Publication. ISBN: 978-600-04-7870-4
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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?
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In my experience the most accurate technology is UWB. RSSI based systems are not so accurate.
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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.
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The problem you try to solve is unsolvable. There is a rigorous theorem known as Earnshaw's theorem saying that you can't make a permanent magnet float in a stationary magnetic field. To do what you want to do you have to play a few tricks. Either you create a dynamic feedback mechanism which changes the magnetic field in time, or you try to make a diamagnet float (that works) or you make the permanent magnet spin (there is a toy that you can purchase that works this way.) Again a permanent magnet in a stationary magnetic field can't work for fundamental reasons.
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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?
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Prof. Ian, exactly that what I meant
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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.
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I don't understand your question. My understanding of the use of covariates is to remove nuisance variance that you cannot control experimentally. For example, if you're studying assertiveness in negotiations and you know that men and women differ in self-reported assertiveness (Cohen's d in one meta-analysis was > 1.0). You don't want to use only men or only women and you don't care to study this phenomenon (by making it a factor), so you use sex as a covariate.
I would generally urge researchers to avoid covariates unless they are necessary because any covariance between the covariate(s) and the outcome will decrease the effect size. Standard treatments of ANCOVA/MANCOVA simply tell practitioners to pick uncorrelated covariates, but the reality of that most variables are correlated in social sciences.
But I do have this answer about the 11 Likert items.  If they form a scale (i.e., they collectively indicate a latent variable) and you're interested in the latent variable measured by the scale, you're much better off using the scale score. The only advantage of dummy-coding each item would be if you were interested in the specific effects of each item.  For example, maybe the 11 items are each different symptoms of depression and you wanted to know the relationship of each symptom to the treatment.  Then it might make sense to do as you suggest. I think it might be just as easy to correlate each item with the outcome.
Above I said "it might make sense..." because if your items do collectively indicate a latent variable, you are almost always better off using the scale score. In order to find an effect for one item, you would have to find that the item measured something unrelated to the latent variable (i.e., that the scale was constructed in a shoddy manner), or that one or more items were biased. Biased items are actually fairly rare. A common example is about the frequency of crying on depression scales. Men and women of the same level of depression have different probabilities of admitting to crying (at least in Western cultures). Thus such items are biased. But a common finding of item bias research is that most items are not biased. I just helped a student examine the MCMI-2 for racial bias and she found just two items with both practical and statistical significance.
BTW, I see zero advantage to a median split unless it's just a convenience (after the analysis) to make graphing the relationship easier. I don't have the statistical equations handy, but it's well known that dichotomization reduces true-score variability of a measure without producing much benefit (e.g., Hunter's meta-analysis text treats this extensively).
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Hi Folk, 
I am curious about the interconnection/relationship between two important fields Instructional Systems Technology and Human-Computer Interaction/Design.
Thank you 
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I agree with the above but the interaction has to be inviting and user friendly like wise for the instructional system if you do not have a user interface the instruction become boring and people loose interest. The average attention span of a person is 15 minutes, and you only have the first 5 minutes of interest, that is how long it will take a regular person to process and decide
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I'm building up a prototype 
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If you thinking for a marker-based approach, one possible option is the Vuforia library and use it with Unity 3D. This facilitates maker-based AR and you have the option of creating your own maker. With regard to the content, you can import custom pre-defined objects and have it fused on top of the marker. If you are planning to display dynamic content, then I presume you should have an API to access dynamic content and assign the pose of the marker to the content at frame rate.. 
Here are some examples for Vuforia with Unity 3D. 
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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.
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Check out the book, Measuring the User Experience (Second Edition), by William Albert and Thomas Tullis (ISBN: 978-0-12-415781-1 - http://measuringuserexperience.com/). It may shed some light on your question. You might also read, Time Perception during Retrospective and Prospective Paradigms with a Distraction, a Master's Thesis by Kristi L. Lontz.  
From my research for my dissertation into using online 3D simulations for learning, I have read many studies that show a correlation between how deeply immersed into the simulation a learner becomes and how quickly time passes according to the learner's perception. This, according to many of the authors, is an indicator for how good a simulation is. The belief being a learner would not "lose track of time" and spend hours in the simulation if it sucked.
You might also be interested in Scott Brown's paper, Time perception and attention: The effects of prospective versus retrospective paradigms and task demands on perceived duration (DOI: 10.3758/BF03198848). This study looked at two groups - one which kept track of their time and one which did not keep track of their time.
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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
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Hi Christian, 
I guess the most complete recent work you can find on the issue is the project of Matthias Schröder, which you can find here:
There you have PDFs and videos of his PhD research.
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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.
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I  agree with Mr. Falgueras too. The reason Interaction Design rarely appears in other context than computer-related technology might be that ID of non-digital artifacts is considered part of product design/industrial design even though it's ID as well. Don Norman's "The Design of Everyday Things" should be mentioned here. Apart from that, ID is not interchangeable with HCI due to their different point of views.
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I know only of a software called SUEDE, but I could not find it where it is available to download. 
SUEDE:
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Thanks Stephan! I will check it out and let you know if I have any questions. 
All the best,
Raphael
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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.
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Michael,
You don't describe how you assess outcomes/efforts in stage 2 such as "feeling pressured", "becoming more aggressive near the end of the game". I am working on HCI using the humanities -- maybe you can apply my ideas in your research.
You could measure behavior using means of the humanities defined in my research as modeling dimensions. For example, dimension 'space' measuring physical proximity between persons could influence behavioral aspects in games and be implemented using infrastructure of RoboCup (Simulation League). See section 3.5 "Summary of significant modeling dimensions", section 6.4 "Implementations of agent-specific modeling dimensions", section 6.5 "Implementations of simulation-wide modeling dimensions" for detailed information (see below).
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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.
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Cameron Tonkinwise has recently published an article reviewing Dunne & Raby's Speculative Everything book. I think you may find his criticisms on their work very valuable:
Tonkinwise, C. "How We Intend to Future: Review of Anthony Dunne and Fiona Raby, Speculative Everything: Design, Fiction, and Social Dreaming." Design Philosophy Papers 12.2 (2014): 169-187.
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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!
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There are some interesting discussions in the pattern community between the difference of pattern languages and project languages. The latter ones are the part of the pattern language that works together for a specific project (as also initially was intended by Christopher Alexander). Also their implementations and the way they work together are specific for this one project.
One paper touching this topic is published in the PLoP'13 proceedings: http://www.hillside.net/plop/2013/papers/proceedings/papers/motohashi.pdf
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With a focus on action/platform games (e.g. Little Big Planet) or first person shooter (e.g. Call of Duty) games
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Hi Jérôme!
I think that research on action or "dynamic" games for people with motor disabilities is very interesting, specially if it tries to avoid the usage of additional expensive hardware.
In fact my research group and I are working on the development of GNomon, a framework that enables the creation of dynamic and engaging one-switch video games for children with severe motor disabilities. The framework supports the selection of multiple elements, which can freely move around the screen, with just a single switch. It is based on a custom implementation of the NOMON interaction modality. I attach the work-in-progress on GNomon and our ongoing research.
Have a nice day and good luck!
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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
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Hi Helen,
great problem to solve. The critical questions to ask are quite multidisciplinary ones and not restricted to one subject area. Most likely, flexible and open approaches are needed, e.g. see our short book on people with complex conditions  (the general issues tackled in the book are much broader than the schooling question): "Educating children with complex conditions" or the work with clinical populations. To achieve inclusion with using software technology cannot only be a matter of word size or screen resolution but rather of soft factors to be defined in a SMART way.  The applied aspect to use non-material resources in a way to help improving inclusion I like in particular.
From an applied point of view, to consider the cultural perspective seems crucial, as, studying politeness in two cultures, we found telling differences and similarities when analysing forms of address, e.g. initiating the first contact between strangers might well have some likeness to situations when getting immersed in computerised communication scenarios.
Journal of Pragmatics, 43 (15). pp. 3807-3821.
If of interest, let me know. Sounds a great project for the elderly.
Kind regards,
Winand.
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I'm currently working on the improvement of the interaction design and the aesthetics of a store shopping area, but I've not found literature in this area. Could anyone suggest some references, please?
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Dr. Paredes, Perhaps the attached papers are useful for you. Kind regards, I.H. 
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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. 
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By mid 2015 there will be a special flights based data gathering for virtual reality examination / simulation around bridge design.
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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?
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Riccardo,
A master student of Eindhoven University of Technology, Guus Baggermans, did a work on vending machines a few years ago. The reflection was about how the design of such machines actually do not care for the user. Therefore, though making and reflection upon making, he proposed a 'Friendly vending machine'. Most of his work o this project can be found at http://www.guusbaggermans.nl/friendlyvending/ .
If you need more input, please contact me.
Regards
Pierre
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Why is it innovative?
How does it presumably improve health?
What understanding of health is is grounded on?
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It might be an idea to make this question more precise: most important health technology at what time and for what population. Sanitation was historically most important (see cholera epidemic in London and John Snow) but soap is a great technology against all kinds of skin diseases. In some developing countries these technologies still play a role, as does adequate nourishment including before birth. As for the most important technology to improve health in let's say the G8 countries , it might be techniques and policies to increase the level of exercice and to decrease the BMI. 
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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!
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GIVEN: A + B + AB + AD + ABD
Let's put these terms in the conventional form: A = X1, B = X2; D = X3; and D is dummy variable. The general regression model is given by:
(1)   Y = B0 + B1X1 + B2X2 + ... + BmXm + e
In the present case, there are two variables (X1 and X2) which are continuous. The model for these continuous variables may be represented, thus:
(2)   Y = B0 + B1X1 + B2X2 + e
What to do with D = dummy variable? Can the dummy be combined with continuous (quantitative variable)? Generally, dummy variable is considered "nominal" and nominal data is used only for identification and may not be subjected to mathematical operation, such as addition, subtraction, multiplication, and division. In this case the D variable (possibly comes from the demographic information section of the survey) Should be used only for that purpose: identification. If one wants to know the effect of gender then test it separately by bifurcating the sample into its dichotomous categories, i.e. male and female. Under this approach, equation (2) becomes:
(3)   Ymale = B0 + B1X1 + B2X2 + e
(4)Yfemale = B0 + B1X1 + B2X2 + e
As for probability treatment for male and female, one needs to defined a category of interest, i.e. MALE, then all male will be score 1 and female = 0. From there fin p and q. This binomial distribution takes us away from the subject of interaction effect measurement.
Compare the two equation's plots as suggested in DUMMY VARIABLE below. Thus, you will be working with the form of equation (2); active variables are quantitative and continuous. The dummy variable is used for intra-group comparison and testing the significance of the difference among sub-group in the sample.
LATENT MODERATED STRUCTURE (LMS) MODELING: Now from equation (2), we may measure the interaction among X1 and X2, thus:
(5)   Y = B0 + B1X1 + B2X2 + e
The test statistics is given by:
(6)   t = (B1 + B2) / sqrt (A/B)
(6.1)   A = n1SE12 + n2SE22  ; and
(6.2)   B = n1 + n2 - 2
A more robust modeling is discussed in the Ozer article (attached below), the model is given as:
(7)   Y = B0 + B1X1 + B2X2 + B3(X1 - X^1)(X2 - X^2) + B4X12 + B5X22 + e
See attached article by Moosbrugger.
DUMMY VARIABLE: In Latent Moderated Structural (LMS) modeling, the dummy variable, i.e. male or female, for instance, brings in the concept of "ordinal interaction." Suppose we separate the same into two categories classified its dummy (sex) variable, we would have an estimated function for male and another estimated function for female. If we plot both function we can see the two lines. Visually and mathematically, we can see and check if the two lines are perfectly parallel or will cross one another. if the two lines are perfectly parallel, there is no interaction among the dummy variable. if the line crosses, there is an interaction between the sexes. We call it "gender effect." if the dummy is age then "age effect;" if the dummy is education then "education effect," etc. The answer to the question of whether to include B*D depends on above explanation on how to treat dummy variable and whether you are seeking the dummy effect in the model. Here, if D is included, it will not be D, but Pr(D) because D is a dummy variable which needs to be quantified first. One solution may be just pre-treat the dummy variable first and then proceed to equation (2). if one wants to compare the effect on the basis of dummy variable then compare the two groups, as in (3) and (4) above.
REFERENCES: Attached are some articles on effect measurement modeling. A link to LISREL9.0 student version---a software for effect modeling is also provided below.
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If you know any parallel study in any other country. Looking for case studies, research papers, projects around interaction design in public services.
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I wrote a handful of papers (and a Ph.D.) about the design of digitally mediated public services and how you can empower citizens through by improving the design of the digital interfaces that mediate such services. So yes, if the above few lines match your definition of public services, I would say it can. I'm assuming you mean public services as opposed to "survives".
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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
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At PhD level and PG level already some universities introduced Research Methodology  in their curriculum ,try  to adopt  it .Sop at the beginning level their thinking about research  certainly developed. Also allow the interaction of  GG & PG students while presentationof seminars and projects.
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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?
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Dear,
I believe that the use of appropriate and decorative objects and colors by themselves enhance any ambience.
However, I truly believe that the use of  Feng-Shui  improves the "MOVEMENT OF ENERGY". In Brazil this concept is gaining importance.
Best Regards,
Vanessa
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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?
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I think a central notion of Value-Centered Design is User Experience.  Values are extracted from UX by wondering about the impacts of the tested product on the user's routine. (Was it worth using? How do you feel regarding others when using it? ...) I like the approach of Camara (link attached) on this question.
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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.
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Hi Teisanu,
maybe check the proceedings of this year's CHI Play conference?
Cheers
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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.
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Some more facts:
1. You can use pupil diameter as a measurement for cognitive load (task difficulty).
2. Some folks use pupil diameter as a measurement for emotions while solving a task.
(But, first of all it would be better to think about a research question, then getting the design and after that the data.)
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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.
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Search for Matthias Rauterberg...
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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
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Hello, you could look into psychological studies that investigate the role of metaphors in group development. One paper I am aware of is:
Srivastva & Barret (1988) The Transforming Nature of Metaphors in Group Development; Human Relations, 41(1), p. 31-63.
It is not much but you can use it as a starting point. When you google the title you may find more papers that address this issue. You may also get a few ideas for relevant keywords you could use for your research.
Another issue may be a bit of a long shot, but you could also try papers that deal with the impact metaphors have on organizations. In the end a design team is a part of an organization and the metaphors they use do not stay within the group. They shape the in-group communication as well as the communication of the group with the outside. Here is one paper I know:
Hamburger & Itzhayek (1998) Metaphors and Organizational Conflict; Social Behavior and Personality, 26(4), p. 383-398
Hope this helps, Jan
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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.
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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.
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Modules from picture seem to be modules from Hoperf Electronic, RFM01 (RX) and RFM02 (TX).
Look at these links and compare them:
They have datasheets there with application examples for connection with uCont.
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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.
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I think Chalkup can help you do this really well!
You can share files, write in LaTeX. In addition to messaging there are also discussion features for brainstorming or having Q/A.
I would be happy to give you a tour and show you how to use it for professor-student communication and live office hours.. etc. (also it's free!)
Send me a message!
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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.
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My colleague Nadia Berthouze from UCLIC, University College London might be the right person to contact... http://www.ucl.ac.uk/uclic/people/n-berthouze
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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?
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I guess its patented by samsung, their own creation. Thats all i can say as of now.
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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.
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Hi Nathalie. In fact the same that as been happening to other sectors might be necessary to retail... mass customization (of the the experience). The customers still have the need at least in some products to go to the store but the way they might use it, the store, may come to be very diferent in the future.
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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.
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Our paper on metrics for arm fatigue was accepted for publication at CHI '14. You can find more details here: http://hci.cs.umanitoba.ca/projects-and-research/details/ce
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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.
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What about work with dogs from the Max Planck Institute for Evolutionary Anthropology? Or consider variables used with human infants- i.e, approach, gazing, vocalizing etc.
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As interface design matters a lot for this.
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Dear Qurat ul ain Nazir, You are most welcomed. I will try to trace some more publications but may be later. Meanwhile, try to search using any search engine. Good Luck!
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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.
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IIir - interesting take on football efficiency
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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...
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Hi Nasim, I used to work at the German Naval Medical Institute some 15 years ago - so my view is a bit dated, and most of my work was classified. However, in terms of environmental factors, you always have (unsorted, incomplete list, numbers just for reference):
1) lighting conditions. Whenever people have to go outside, you want their vision to be dark-adapted. This has various implications for lighting conditions and screen color sets.
2) sleep deprivation. In all shift systems you have to deal with fatigued personnel; in addition you may have extreme workload during port phases.
3) boredom and monotony.
4) Socio-cultural factors, such as command hierarchies, group dynamics, a distinct group culture growing over time that may have very different values from those people might have at home.
5) interfering personal equipment, like gloves, cold protection, other protective clothing (e.g. leather in some engine rooms) etc.
6) varying climatic conditions - heat, wind (also indoors due to air conditioning), moisture.
7) The influence of motion is overrated, at least in large ships which move slowly enough to be considered stationary. You may have to consider kinetosis (seasickness), though, which has some specific effects. On small vessels, you also may have to consider the ship's rolling; angles of some 30° may not be uncommon.
As for observations, nothing beats going aboard. If you look into questionnaire or psychometric test studies, you'll need a trained interviewer to administer them. A colleague of mine got very useful results for hardware ergonomics by installing a surveillance camera in a control room (which requires everyone's agreement of course).
Hope this helps, ;-) Bernard
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Software development program that would provide accessibility on multiple platforms and real time interactability.
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The web. There are amazing GUI toolkits for the web now, there's the canvas tag, there's WebGL and Three.js. If you need to interface with non-JavaScript code, you can (a) run a web server that exposes a REST API to the code --- I've wrapped code in python and then exposed it with bottle.py, (b) run a web socket server and deal with asynchronous message passing --- this is similar to (a) but more efficient, (c) use Chrome's proprietary Native Client (NaCL), (d) compile your C/C++ code to JavaScript with emscripten ( http://emscripten.org ), or (e) embed Chrome into your app and expose some functions and variables directly ( https://code.google.com/p/chromiumembedded/ or the commercial http://awesomium.com/ ).
I've done (a), (b), and (c). My current favorite is (b), since it's pretty simple to set up. I haven't tried options (d) or (e) yet.
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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)?
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How about the courtroom, where formal argument is aimed at persuading either a judge or a jury? That setting would seem to be the prototype of a persuasive environment.
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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 .
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I would like to add two additional challenges faced in doing in the wild studies.
First, the logs make it very clear what people are doing, but they cannot tell you why. If possible, it is always great to get a little qualitative information to ground the insights pulled from the logs.
Second, a hypothesis driven approach to analysis is not always best. It is important to be open to discovery. If you are releasing a novel system, and not a redesign of a current system, you need to be open to seeing how people appropriate new technology for uses never imagined during their development. A simple example used by Schön describes how when 3M release Scotch tape as a way to repair books, people began to use it to remove lint. If you are doing a longitudinal study, do you have the ability to see this kind of appropriation?