Research Methods in Human-Computer Interaction is a comprehensive guide to performing research and is essential reading for both quantitative and qualitative methods. Since the first edition was ...published in 2009, the book has been adopted for use at leading universities around the world, including Harvard University, Carnegie-Mellon University, the University of Washington, the University of Toronto, HiOA (Norway), KTH (Sweden), Tel Aviv University (Israel), and many others. Chapters cover a broad range of topics relevant to the collection and analysis of HCI data, going beyond experimental design and surveys, to cover ethnography, diaries, physiological measurements, case studies, crowdsourcing, and other essential elements in the well-informed HCI researcher's toolkit. Continual technological evolution has led to an explosion of new techniques and a need for this updated 2nd edition, to reflect the most recent research in the field and newer trends in research methodology. This Research Methods in HCI revision contains updates throughout, including more detail on statistical tests, coding qualitative data, and data collection via mobile devices and sensors. Other new material covers performing research with children, older adults, and people with cognitive impairments. * Comprehensive and updated guide to the latest research methodologies and approaches, and now available in EPUB3 format (choose any of the ePub or Mobi formats after purchase of the eBook) * Expanded discussions of online datasets, crowdsourcing, statistical tests, coding qualitative data, laws and regulations relating to the use of human participants, and data collection via mobile devices and sensors * New material on performing research with children, older adults, and people with cognitive impairments, two new case studies from Google and Yahoo!, and techniques for expanding the influence of your research to reach non-researcher audiences, including software developers and policymakers
The graphical user interface (GUI) has become the prime means for interacting with computing systems. It leverages human perceptual and motor capabilities for elementary tasks such as command ...exploration and invocation, information search, and multitasking. For designing a GUI, numerous interconnected decisions must be made such that the outcome strikes a balance between human factors and technical objectives. Normally, design choices are specified manually and coded within the software by professional designers and developers. This article surveys combinatorial optimization as a flexible and powerful tool for computational generation and adaptation of GUIs. As recently as 15 years ago, applications were limited to keyboards and widget layouts. The obstacle has been the mathematical definition of design tasks, on the one hand, and the lack of objective functions that capture essential aspects of human behavior, on the other. This article presents definitions of layout design problems as integer programming tasks, a coherent formalism that permits identification of problem types, analysis of their complexity, and exploitation of known algorithmic solutions. It then surveys advances in formulating evaluative functions for common design-goal foci such as user performance and experience. The convergence of these two advances has expanded the range of solvable problems. Approaches to practical deployment are outlined with a wide spectrum of applications. This article concludes by discussing the position of this application area within optimization and human-computer interaction research and outlines challenges for future work.
New interactive applications, artifacts, and systems are constantly being added to our environments, and there are some concerns in the human-computer interaction research community that increasing ...interactivity might not be just to the good. But what is it that is supposed to be increasing, and how could we determine whether it is? To approach these issues in a systematic and analytical fashion, relying less on common intuitions and more on clearly defined concepts and when possible quantifiable properties, we take a renewed look at the notion of interactivity and related concepts. The main contribution of this article is a number of definitions and terms, and the beginning of an attempt to frame the conditions of interaction and interactivity. Based on this framing, we also propose some possible approaches for how interactivity can be measured.
The ability to recognize affective states of a person we are communicating with is the core of emotional intelligence. Emotional intelligence is a facet of human intelligence that has been argued to ...be indispensable and perhaps the most important for successful interpersonal social interaction. This paper argues that next-generation human-computer interaction (HCI) designs need to include the essence of emotional intelligence - the ability to recognize a user's affective states-in order to become more human-like, more effective, and more efficient. Affective arousal modulates all nonverbal communicative cues (facial expressions, body movements, and vocal and physiological reactions). In a face-to-face interaction, humans detect and interpret those interactive signals of their communicator with little or no effort. Yet design and development of an automated system that accomplishes these tasks is rather difficult. This paper surveys the past work in solving these problems by a computer and provides a set of recommendations for developing the first part of an intelligent multimodal HCI-an automatic personalized analyzer of a user's nonverbal affective feedback.
This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes ...the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets.
Emotions have an important role in daily life, not only in human interaction, but also in decision-making processes, and in the perception of the world around us. Due to the recent interest shown by ...the research community in establishing emotional interactions between humans and computers, the identification of the emotional state of the former became a need. This can be achieved through multiple measures, such as subjective self-reports, autonomic and neurophysiological measurements. In the last years, Electroencephalography (EEG) received considerable attention from researchers, since it can provide a simple, cheap, portable, and ease-to-use solution for identifying emotions. In this paper, we present a survey of the neurophysiological research performed from 2009 to 2016, providing a comprehensive overview of the existing works in emotion recognition using EEG signals. We focus our analysis in the main aspects involved in the recognition process (e.g., subjects, features extracted, classifiers), and compare the works per them. From this analysis, we propose a set of good practice recommendations that researchers must follow to achieve reproducible, replicable, well-validated and high-quality results. We intend this survey to be useful for the research community working on emotion recognition through EEG signals, and in particular for those entering this field of research, since it offers a structured starting point.
We developed an experiment to elicit human trust dynamics in human-machine interaction contexts and established a quantitative model of human trust behavior with respect to these contexts. The ...proposed model describes human trust level as a function of experience, cumulative trust, and expectation bias. We estimated the model parameters using human subject data collected from two experiments. Experiment 1 was designed to excite human trust dynamics using multiple transitions in trust level. Five hundred and eighty-one individuals participated in this experiment. Experiment 2 was an augmentation of Experiment 1 designed to study and incorporate the effects of misses and false alarms in the general model. Three hundred and thirty-three individuals participated in Experiment 2. Beyond considering the dynamics of human trust in automation, this model also characterizes the effects of demographic factors on human trust. In particular, our results show that the effects of national culture and gender on trust are significant. For example, U.S. participants showed a lower trust level and were more sensitive to misses as compared with Indian participants. The resulting trust model is intended for the development of autonomous systems that can respond to changes in human trust level in real time.
Augmented reality has emerged as a new interactive technology and its unprecedented way of complementing the physical environment with virtual annotations offers innovative modes for accessing ...commercially-relevant content. However, little is known about how consumers respond to its features. This paper approaches augmented reality (AR) by studying media characteristics of interactive technologies and shows to which extent they are indicative of current AR commercial apps. Based on a literature review about consumer responses to these characteristics, potential media effects of AR on consumer behaviour are discussed. Finally, the article proposes a research agenda for further study of this new phenomenon in marketing.