CO582: Computer Interaction and User Experience
History and research paradigms






Tomas Petricek

email: t.petricek@kent.ac.uk
twitter: @tomaspetricek
office: S129A

Why history and research paradigms

The Structure of Scientific Revolutions

Research paradigms

  • Determine what questions matter
  • Assumptions are not questioned
  • Provide methods for answering

Scientific revolutions

  • There is one dominant paradigm
  • Problems cause paradigm shifts
  • Knowledge is incommensurable

Research paradigms in computer interaction and UX

What questions do we ask?

  • How to prevent certain kind of errors
  • How to design a pleasant interface

How do we answer them?

  • Run a controlled experiment
  • Work with users on a design

Research paradigms in computer interaction and UX

Four paradigms

  1. Human factors (1950s)
  2. Cognitive models (1980s)
  3. Human actors (1990s)
  4. Experience and emotion (2000s)

Nature of the paradigms

  • They overlap and some can be grouped
  • They focus on complementary aspects

I: Human factors (1950s)

Electronic equipment in World War II

Equipment interaction incidents

  • Airplane crashes by trained pilots
  • Missed enemies on radars
  • Controls & instrument displays

Goal is to optimize man-machine fit

  • Minimize potential for problems
  • Experimental psychology
  • Testing inside and outside lab

What if it turns out that finding the right knob is hard?

Example: Knobs distinguishable by touch alone

Typical for human factors paradigm

Motivated by a critical incident (albeit hypothetical)

Pragmatic solution to a practical problem

Experimentally tested (different sizes don't work)

II: Cognitive models (1980s)

Cognitive models and information processing

Understand how users think

  • Use models to guide design
  • Models with predictive power
  • Model both brain and computer

Assumptions and methods

  • Task-focused problems
  • Allows systematic evaluation
  • Limitations of the model are acceptable

Does this start screen allow efficient use of Word?

Hard to answer from human factors perspective!

Example: Information processing model

Information processing models

  • Series of stages acting on mental representation
  • Information can be images, rules, models, etc.
  • Predict what components are involved
  • Predict user reaction time

Example: Information processing model

Typical for cognitive models paradigm

Model of how brain works (not ad-hoc human factors)

Predictive power (can be tested in a lab)

Simplifying assumptions (not actual users in context)

Classical cognitive models of computer interaction

Human processor model
Stages in perceptual, cognitive and motor subsystems

Goals, operators, methods, selection (GOMS)
Select method consisting of operators to achieve a goal

Keystroke-level model (KLM)
How expensive is an operation such as drag and drop?

III: From human factors to human actors (1990s)

From human factors to human actors

Improve how users work

  • Study actual, not model users
  • In a real workplace environment
  • Help improve work efficiency

Assumptions and methods

  • Users are part of the process
  • Ethnography, prototyping, participatory design
  • Knowledge has limited generalizability

How to add features to Excel?

How people learn about them?

How do people learn to use spreadsheets? (Sarkar et al., 2018)

Conducted interviews with small number of users

  • Including beginners and experts
  • Asking how they learned about new features
  • Summarizing important points

Important lessons from users

  • Learn from experienced users in organization
  • Learn from spreadsheets using the feature

How can we add a new learnable feature?

Example: How do people learn to use spreadsheets?

Typical for human actors paradigm

Involves users (ethnography and surveys)

Rich context (colleagues and existing spreadsheets)

Qualitative rather than quantitative (hard to test)

No definite answers (but useful design hints)

IV: Cultural and emotional experience (2000s)

Cultural and emotional experience

Changing nature of computing

  • Ambient and ubiquitous
  • Move from work to leisure use
  • Technological advances
    enable new experiences

Assumptions and methods

  • Take it or leave it approach
  • Ideas from art or philosophy

Reddit /r/place allowed users to change 1 pixel in a 1000x1000 grid per 5-20 minutes.

Third-wave human computer interaction

Methods and concerns of the third wave

Can ask questions rather than giving answers

Think about entire digital ecosystems

Understanding human body and mind

Explore new forms and shapes of interaction

MusicJacket (van der Linden et al., 2010)


Wearable system to support the teaching of good posture and bowing technique to novice violin players.

Example: MusicJacket

Typical for emotional experience paradigm

Uses human body as an interface

Designed for leisure application (somewhat)

Experimentally tested (unlike more art projects)

Summary

Four paradigms: Motivations and methods (1/2)

Human factors (1950s)

  • Avoid incidents caused by bad interaction
  • Pragmatic solution, experimental testing

Cognitive models (1980s)

  • Make interaction efficient in less ad-hoc way
  • Cognitive models with predictive power

Four paradigms: Motivations and methods (2/2)

From human factors to human actors (1990s)

  • Improve efficiency in a real work environment
  • Ethnography, prototyping, participatory design

Cultural and emotional experience (2000s)

  • New formats of computing and non-work focus
  • Inspiration from art, qualitative evaluation

CO582: History and research paradigms

What you should remember from this lecture

  • Why paradigms matter
  • Four paradigms of human-computer interaction
  • Their motivations and methods they use


Tomas Petricek
t.petricek@kent.ac.uk | @tomaspetricek

References

Papers

Books

Web links