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"Human-computer interaction -- Research"
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Research in the wild
The phrase \"in-the-wild\" is becoming popular again in the field of human-computer interaction (HCI), describing approaches to HCI research and accounts of user experience phenomena that differ from those derived from other lab-based methods. The phrase first came to the forefront 20-25 years ago when anthropologists Jean Lave, Lucy Suchman, and Ed Hutchins began writing about cognition being in-the-wild. Today, it is used more broadly to refer to research that seeks to understand new technology interventions in everyday living. A reason for its resurgence in contemporary HCI is an acknowledgment that so much technology is now embedded and used in our everyday lives. Researchers have begun following suit-decamping from their usability and living labs and moving into the wild; carrying out in-situ development and engagement, sampling experiences, and probing people in their homes and on the streets. The aim of this book is to examine what this new direction entails and what it means for HCI theory, practice, and design. The focus is on the insights, demands and concerns. But how does research in the wild differ from the other applied approaches in interaction design, such as contextual design, action research, or ethnography? What is added by labeling user research as being inthe- wild? One main difference is where the research starts and ends: unlike user-centered, and more specifically, ethnographic approaches which typically begin by observing existing practices and then suggesting general design implications or system requirements, in-the-wild approaches create and evaluate new technologies and experiences in situ. Moreover, novel technologies are often developed to augment people, places, and settings, without necessarily designing them for specific user needs. There has also been a shift in design thinking. Instead of developing solutions that fit in with existing practices, researchers are experimenting with new technological possibilities that can change and even disrupt behavior. Opportunities are created, interventions installed, and different ways of behaving are encouraged. A key concern is how people react, change and integrate these in their everyday lives. This book outlines the emergence and development of research in the wild. It is structured around a framework for conceptualizing and bringing together the different strands. It covers approaches, methods, case studies, and outcomes. Finally, it notes that there is more in the wild research in HCI than usability and other kinds of user studies in HCI and what the implications of this are for the field.
Research methods in human-computer interaction
by
Lazar, Jonathan
,
Hochheiser, Harry
,
Feng, Jinjuan Heidi
in
Human-computer interaction -- Research
2017
A comprehensive guide for both quantitative and qualitative research methods, this book on the discipline of human-computer interaction (HCI) is essential reading for researchers of all types.
The man who lied to his laptop : what we can learn about ourselves from our machines
The author draws from his study of how people interact with computers to present scientifically based findings on how to offer praise and criticism, work with various types of people, form teams, manage emotions, and persuade others.
Modeling human-system interaction : philosophical and methodological considerations, with examples
2017,2016
This book presents theories and models to examine how humans interact with complex automated systems, including both empirical and theoretical methods.
* Provides examples of models appropriate to the four stages of human-system interaction
* Examines in detail the philosophical underpinnings and assumptions of modeling
* Discusses how a model fits into \"doing science\" and the considerations in garnering evidence and arriving at beliefs for the modeled phenomena
Modeling Human-System Interaction is a reference for professionals in industry, academia and government who are researching, designing and implementing human-technology systems in transportation, communication, manufacturing, energy, and health care sectors.
Moderating Effects of Task Type on Wireless Technology Acceptance
2005
The technology acceptance model (TAM) is one of the most widely used models of information technology (IT) adoption. According to TAM, IT adoption is influenced by two perceptions: usefulness and ease of use. In this study, we extend TAM to the mobile commerce context. We categorize the tasks performed on wireless handheld devices into three categories: (1) general tasks that do not involve transactions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unified conceptual model for wireless technology adoption. In this model, task type moderates the effects of four possible determinants: perceived usefulness, perceived ease of use, perceived playfulness, and perceived security. We postulate that, under the mobile context, user intention to perform general tasks that do not involve transactions and gaming is influenced by perceived usefulness and perceived ease of use, user intention to play games is affected by perceived playfulness, and user intention to transact is influenced by perceived usefulness and perceived security. A survey was conducted to collect data about user perception of 12 tasks that could be performed on wireless handheld devices and user intention to use wireless technology. Multiple regression analyses supported the proposed research model.
Journal Article
How Presentation Flaws Affect Perceived Site Quality, Trust, and Intention to Purchase from an Online Store
2005
Although there has been a great deal of research on impression formation, little application of that research has been made to electronic commerce. A research model was constructed that hypothesized errors, poor style, and incompleteness to be inversely related to the users' level of perceived quality of an online store. Further, this perceived quality of the online store's Web site would be directly related to users' trust in the store and, ultimately, to users' intentions to purchase from the store. An experimental study with 272 undergraduate and graduate student volunteers supported all the hypotheses. In addition, it was found that the relationship between the factors and perceived quality was mediated by the perception of the flaws. The perception of flaws rather than the actual flaws influenced users' perception of quality. Supplemental analysis also seemed to indicate a pattern of diminishing effects with each subsequent flaw.
Journal Article
Involvement and Decision-Making Performance with a Decision Aid: The Influence of Social Multimedia, Gender, and Playfulness
by
FULLER, MARK A.
,
HESS, TRACI J.
,
MATHEW, JOHN
in
Animation
,
computer playfulness
,
computer-based social cues
2005
This research explores how multimedia vividness and the use of computer-based social cues can influence involvement with technology and decision-making outcomes. An experiment is conducted that examines the effect that increased levels of vividness (text, voice, and animation) and decision aid personality have on decision-making involvement. In addition, the influence of two individual differences, gender and computer playfulness, on decision aid involvement are investigated. The cost-benefit framework of decision making and related research on consumer information processing provide the theoretical foundation for the study and suggest how increased involvement may influence decision making. Several decision-making outcomes are measured, including decision effort, decision quality, satisfaction with the decision aid, and understanding of the decision aid. Findings indicate that personality similarity (between the user and the decision aid) and computer playfulness result in increased involvement with the decision aid. In addition, women report higher levels of involvement with the decision aid. Increased levels of multimedia vividness are found to have a contradictory effect, with animation actually reducing involvement with the decision aid. The findings are discussed in terms of theoretical contributions and practical interface design implications.
Journal Article