Assignment title: Information
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DECO2500 – DECO7250
Introduction to Human-Computer Interaction
INDIVIDUAL REPORT TOPICS
25% of final grade
NB: You must achieve a minimum grade to pass the course
Deadline
13 May 2016, 23:59h
BACKGROUND
The individual report is to be done on an individual basis. You submit just one (1) individual
report for this class. You must pass the individual report with at least 50% (DECO2500) or 65%
(DECO7250) to pass this class.
The first practical session after the Easter break is on "preparation for the individual report". It
will be about writing reports and papers like this. We will give examples, and will also provide
guidance on doing literature searches, identifying high-quality peer-reviewed papers, constructing
arguments, presenting data, using bibliographic software, and other aspects.
GENERAL INSTRUCTIONS
Mode
The individual report is a piece of individual assessment for each student, as its name suggests,
and is not group work. Therefore it is to be conducted and written up by each student individually,
without help from others.
Topic
In this assessment you are required to prepare a small independent report that might involve a
literature review, a design problem, or a critique.
Length
Word counts are listed below for each class. Word counts do not include page headers (top of
page), page footers (bottom of page), title page material, reference list, table captions or contents,
figure captions or contents, or appendix contents. Word counts do otherwise include all words in
the main body of the text, including headings and in-text citations of the literature.
For DECO2500 students:
• You must achieve a 50% minimum grade on the individual report to pass DECO2500.
• The target word range for the individual report is 1200 and 1500 words, not including the
title page or the bibliography.
• Points will be taken off for going above or below the target word range.
• There should be at least 10 peer-reviewed journal articles or peer-reviewed conference
papers cited and used in the paper.
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• The individual report should be in 12-point font and it should have headings for its
separate sections.
For DECO7250 students:
• You must achieve a 65% minimum grade on the individual report to pass DECO7250.
• The target word range for the individual report is 1500 and 1800 words, not including the
title page or the bibliography.
• Points will be taken off for going above or below the target word range.
• There should be at least 15 peer-reviewed journal articles or peer-reviewed conference
papers cited and used in the paper.
• The individual report should be in 12-point font and it should have headings for its
separate sections.
Bibliographic support
Regardless of the topic you choose, you should provide support for the ideas and activities in your
individual report from the peer-reviewed literature (scholarly books, conference papers, and
journal papers, not just websites).
Use library database software such as Web of Science, PsychInfo, PubMed, ACM Library in
addition to any general searching with (for example) Google Scholar. You will not get credit for
bibliographic items that are effectively just webpages on the world-wide web.
Bibliographic style
The individual report should adhere to a specific standard, such as ACM, Vancouver, APA 6th,
IEEE, or whatever. You can use any kind of bibliographic software, such as BibTeX, Mendeley,
or EndNote, etc.
Scholarly referencing
You should be drawing upon the peer-reviewed literature for your individual report: high-status
journals and conferences for which all papers submitted are reviewed by other researchers after
which a paper is either accepted or rejected.
All background and related material should be appropriately referenced and should appear in a
properly formatted bibliography. On your cover sheet, state which reference/citation standard you
have used (e.g. IEEE) and which form of bibliographic software (e.g., EndNote).
Plagiarism
We follow UQ's guidelines on handling plagiarism. Any cases of suspected plagiarism found will
be subject to formal investigation. UQ has adopted the following definition of plagiarism:
Plagiarism is the act of misrepresenting as one's own original work the ideas,
interpretations, words or creative works of another. These include published and
unpublished documents, designs, music, sounds, images, photographs, computer codes and
ideas gained through working in a group. These ideas, interpretations, words or works may
be found in print and/or electronic media.
Please read the UQ Student Integrity and Misconduct policy
(http://ppl.app.uq.edu.au/content/3.60.04-student-integrity-and-misconduct) which makes a
comprehensive statement about the University's approach to plagiarism, including the approved
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use of plagiarism detection software, the consequences of plagiarism and the principles associated
with preventing plagiarism.
Outline and structuring
The individual report should be written in clear English prose (not point form) and it should use
headings to structure the sections. Depending on your topic, you may also need some second-level
headings to provide further structuring and clarity.
Submission and late submissions
Submit via Turnitin "Individual Report" on the Blackboard site for DECO2500/DECO7250. No
extensions will be granted except in exceptional personal circumstances (documented medical reason,
bereavement, or family emergency). Requests based on demands of a student's paid employment will
not be granted. Personal hardware or computer failures are not grounds for extension.
All requests for extension must be submitted on the UQ Application for Extension of Progressive
Assessment form(http://www.uq.edu.au/myadvisor/forms/exams/progressive-assessmentextension.pdf) no later than 48 hours prior to the submission deadline.
The application and supporting documentation (e.g. medical certificate) must be submitted to the
ITEE Coursework Studies office (78-425) or by email to [email protected]. If submitted
electronically, you must retain the original documentation for a minimum period of six months to
provide as verification, should you be requested to do so.
Marking scheme (out of 100%)
Marking focus Percentage
of grade
Comments
Structuring of paper and
appropriate use of headings
10% Headings are included in the word count.
Quantity and quality of peerreviewed literature referred to
20% Textbook and webpages are not adequate
by themselves.
Quality of activity/analysis
performed to answer the question
30% Evidence of original thought and effort
needed. Clarity of presentation of findings
Appropriateness of conclusions
drawn from the activity/analysis
20% Balanced conclusions needed, including
limitations of your own analysis (don't try
to "sell" it).
Adherence to an identified
bibliographic standard
10% ACM, APA, IEEE, Harvard, Vancouver,
etc.
English expression, spelling,
punctuation, grammar, etc
10% Most important issue will be grammatical
sentence structure
Length Up to 10%
off total
Points will be taken off for using any more
than the maximum words or fewer than the
minimum words in the body of your
report. 10/100 points off for each range of
100 words that your word count lies in that
is outside the range.
So for DECO2500, 1199 words or fewer
or 1501 words or more would lose 10/100
points. For DECO7250, 1499 words or
fewer or 1801 words or more would lose
10/100 points.
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QUESTIONS
Pick just one (1) of the following 14 questions for your Individual Report. Do not answer all
questions!
For the question you choose, "answer the question, the whole question, and nothing but the
question" given the suggested structure framework given above.
Chapter 3 topics
Cognitive aspects of HCI
Q1 How are HCI researchers designing everyday or office-based devices and applications
to be "attention aware" and not to interrupt or distract their human users at the wrong
moment? What theoretical knowledge about human attention and perception is being
used? What technical innovations are being exploited or invented to make everyday or
office-based devices and applications more "attention aware"? What evidence is there
for success in making applications "attention aware"?
Suggestion: structure the body of your answer around the questions posed above.
However don't use point form to structure the paper.
Q2 Find two distinctly different food/drink vending machines or transport ticket purchasing
machines and explore the conceptual model motivating their design. First, find and
report on research on conceptual models in the peer-reviewed literature that might help
you in the next steps. Second, analyse the conceptual model underlying each of the two
machines you have chosen. Third, for each of the two machines, observe 4-6 instances
of a consenting person purchasing an item (should be different people for each
instance). Fourth, assess whether each user can work effectively with the machine,
given the machine's conceptual model, and draw conclusions about whether the
conceptual model is effective for users.
Suggestion: a structure is suggested by the steps in the question above.
Chapter 4 topics
Social aspects of HCI and the mental model practical
Q3 Why and how are users' mental models "buggy"?
Suggestion: a question like this involves defining your terms, followed by some digging
into the literature for (1) theoretical background and (2) great examples.
Q4 Re-do the mental models practical, but in a much more systematic and informative way.
First, identify what a "mental model" is and provide some evidence from the literature
in how the "mental model" concept has been used in HCI. Second, find 6-10 consenting
people, and ask them to sketch (or otherwise express) their mental model of their
personal and UQ-related computing environment (the devices, applications, and
services). Third, ask them to explain their mental model to you. Fourth, looking across
all your participants, identify the areas of similarity and areas of difference in how the
different people understand the same (in principle) devices, applications, and services.
Fifth, offer some speculations for why the mental models are similar where they are,
and different where they are.
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Suggestion: Find a way of constraining the task a little so that each of your 6-10
participants will cover the same kinds of devices, applications, and services. This will
make it easier for you to analyse the similarities in your participants' mental models of
how those particular devices, applications, and services work. It's up to you how you
achieve that.
Chapter 5 topics
Emotional aspects of HCI and the ATM emotional design practical
Q5 What evidence is there for cultural differences in how users expect intelligent agents to
behave and how users respond to anthropomorphism in intelligent agents?
Q6 Using evidence from the literature, identify how an ATM interface might be made to
impart a "cool professional" emotional tone vs. a "warm friendly and personal"
emotional tone. Then storyboard some interactive sequences and step through those
sequences with around 6-10 consenting sample users. Ask the users to judge (on 7-point
Likert scales) various aspects of their interaction, such as (1) the coolness or warmth of
the interface, (2) workload of working with the interface, (3) how competent the user
felt after their interaction, and further questions that the literature on emotional design
will guide you towards. Then draw conclusions on whether your two interfaces had the
desired effect, and whether you found effects other than those you were designing for.
Suggestions: the evidence from the literature could relate directly to ATMs or to similar
kinds of devices. When designing your interfaces, don't exaggerate the emotional tone –
make the interfaces plausible.
Chapters 7 and 8 questions
Data gathering and data analysis
Q7 Compare and contrast Distributed Cognition and Activity Theory as two ways of
understanding how one or more users work with different artifacts in the world to achieve
goals. Put your answer in the context of work that others have done.
Suggestion: structure the body of your answer around the questions posed above.
Describe DC, then describe AT, then note similarities, then note differences. Hopefully
you will be able to draw on work that other people have done comparing and contrasting
DC and AT. If so, be very careful with your referencing and acknowledgment of others'
ideas, to avoid plagiarism. At all times, make it clear where your ideas are coming from,
and give appropriate referencing, citations, quotes, etc.. Impress us with the breadth of
your reading and your ability to show us where the ideas have come from. When putting
forward your own ideas, make it clear that they are your own ideas.
Q8 Perform a test to see if well vs. poorly designed questionnaires have an impact on the
efficiency (speed), effectiveness (ease of understanding/accuracy) and satisfaction
experienced by users when answering the questionnaire. Construct a questionnaire of
around 20 items asking about some aspect (not too personal) of people's interaction with
technology. For example, you could be asking about how people use Facebook and
Twitter, and ask about further features they would like. For Questionnaire A, make your
questionnaire conform to all the principles of good questionnaire design. For
Questionnaire B, use the same basic 20 questions, but break some of the principles of
good questionnaire design. Along with many other changes, this may include slight
changes in the exact wording of some of the questions.
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Then test the questionnaires on two groups of people. One group of people (approx. n=10)
should just get Questionnaire A. When they have completed Questionnaire A, use a short
(well-designed!) follow-up questionnaire to ask them how quickly they were able to
answer Questionnaire A, how easy it was to understand the questions and give answers,
and how satisfied they were with their experience. Measure how long it took them to
answer the questionnaire, and note any glitches in how they answered it. A second group
of people (approx. n=10 again) should get Questionnaire B. Give them the followup
questionnaire too, and measure their performance as described above.
So – does good questionnaire design help people answer faster, more accurately, and do
they think they are faster and more accurate? Are they more satisfied with the experience?
Write up a mini-report of your study, including Introduction, Method, Results, and
Conclusions.
Chapters 6, 9, and 11 questions
Interface types and prototyping
Q9 In Chapter 6 of your textbook, 20 different interface types (interface paradigms) are
described. Select one (1) of the 20 interface types and give a report on the history and
current use of that interface type. When was it first introduced, and by whom? What kinds
of applications has it been used for (give specific examples from the literature)? What is
the current state of the art/latest developments in the use of that interface type?
Q10 In one Practical you will be introduced to Balsamiq and to fluid UI. In this individual
report you have an opportunity to explore one of those tools in more detail. You will use
either the Balsamiq or the fluid UI prototyping tool for prototyping and generating test
cases for the following sample application:
Develop a simple mobile application for a user to keep track of the times at which
they watch TV, and to monitor the amount of time per day or week they spend
watching TV.
In your report, first briefly review prototyping tools. Reflect on how low-fidelity
prototyping tools such as Balsamiq and fluid UI have been used in the user-centred
design process. Review the chapter in your text on prototyping. and the kind of personal
technology you are focusing on. Then present the prototype you created in your selected
prototyping tool, including screen dumps of the screens and indicating linkages.
Present a user test plan you would use for your very first round of user testing with the
prototype. Are there some tests you could conduct easily with the prototyping tool you
selected but other tests that are harder to conduct? (Note: you do not need to actually
conduct the tests. You only need to identify what the important features would be to test,
given their importance to the user, frequency of use, or the risky design decisions you
made).
Submit an electronic prototype (or links to a running version) with your report. Please
note: no substitutes for the Balsamiq or fluid UI tools will be accepted and no substitutes
for the sample application topic will be accepted.
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Chapter 10 questions
Requirements gathering
Q11 The concept of personas now has quite a long history in interaction design. Nonetheless,
some interaction design professionals and researchers are critical of the idea of using
personas and are critical of how personas have been used in interaction design.
In this report, please identify peer-reviewed papers that have criticized the concept of
personas and the use of personas in interaction design. In the report, convey exactly how
the concept and use of personas has been criticized—what arguments have been made
against it, and by whom. Have there been efforts to improve the robustness and
effectiveness of personas as an interaction design tool? If so, please outline those efforts,
again referring closely to the peer-reviewed literature. If not, please identify why not.
Q12 Cultural probes are a requirements-gathering technique that is sometimes used to learn
about everyday personal aspects of a person's life that are not amendable to observation,
interview, etc.
For this individual report, you will first review cultural probes. Then you will construct a
cultural probe package that each of six (6) consenting people will use during one (1) day
on campus to let you know about (a) the important physical locations in university life,
(b) how they move between those locations, and (c) positive and negative feelings they
have about those movements and locations (inconveniences, frustrations, pleasures, etc.).
Your participants should have the ability to take photos (e.g., on their own phone) but you
should provide them with further artifacts with which they can provide information
(maps, notebooks, and other things you deem useful.)
Gather the information from the six participants and analyse it using qualitative methods
(see text or other articles for ideas) to determine if there are any common themes
suggesting needs that could be addressed with interactive or location-based information
and communication technology. Your report should include the literature review of
cultural probes and the results of your investigation.
Chapters 8, 11, 13, 14, and 15
Paper Prototyping / Cognitive Walkthrough
Q13 Over the years, interaction designers have developed quite creative ways of representing
interface functionality using paper prototypes. As a result, quite sophisticated evaluations
can be performed even with paper prototypes.
In this individual report you will take a problem encountered in an earlier Practical (but not
from the Linked Project of the last few weeks) and create a paper prototype of a possible
interface for it. Then run tests of the functional and usability issues with n=6 participants
and reflect on the strengths and limitations of your paper prototype.
In your report, (1) write an introduction highlighting previous uses of paper prototyping in
the literature than have motivated how you built your paper prototype, (2) describe your
paper prototype, the tests you performed, and the measures you took, (3) present the results
and (4) comment on the strengths and limitations of the paper prototype for testing the
functional and usability issues that you addressed. (Put your raw data and materials in an
Appendix).
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Q14 The cognitive walkthrough is a useful method for testing the effectiveness of interactive
prototypes early in the design process.
In this individual report you will take a problem encountered in an earlier Practical (but not
from the Linked Project of the last few weeks) and create a paper prototype of a possible
interface for it. Then run cognitive walkthroughs with n=6 participants and reflect on the
strengths and limitations of your paper prototype.
In your report, (1) write an introduction introducing the theory underlying cognitive
walkthrough and outline how cognitive walkthroughs have been used in the past, (2)
describe your paper prototype, the design issues to be examined, and the cognitive
walkthrough tests you chose to test those issues, (3) present the results of the cognitive
walkthrough, and (4) comment on the strengths and limitations of the cognitive
walkthrough method for testing the design issues you were investigating. (Put your raw
data and materials in an Appendix).