3. Human-computer interaction is a
discipline concerned with the
design, evaluation and
implementation of interactive
computing systems for human use
and with the study of major
phenomena surrounding them
7. Introduction
● User experience, or UX for short, is
something that nearly everyone has heard
about and perceives to be of critical
relevance in many contexts.
● However, most of us still fail to understand
and explore UX's potential.
8. Introduction
● Today we will be talking about the interplay
between practice and research in HCI &
HCD and explore ways to benefit from what
diverse sectors of activity do and know about
usability, UX, interaction design and related
topics.
15. ● Goal:
To investigate and promote UX practice in industry
● Four steps
1. Survey (36 companies)
2. Interviews
3. Focus group
4. Exploratory study in industrial context
An experimental study
16. Main findings
● Key obstacles to the introduction of usability
engineering methods
● No suitable methods
● Resource demands
● User availability
● Developer mindset
● Further...
● UX is not mentioned in call for tenders
17. The state of UX in the
public sector
Mihkel Tikk
22. ● Provide cheap options for what industry can
do already
● Provide extra labor force
How academia should not help
industry?
23. ● Be the “case study”
● Be “academic”
How industry should not help
academia?
24. ● Provide professional advice and consulting
● Provide access to expensive equipment and
facilities
● Develop frameworks/guidelines/models that
can assist industry in its work
How academia should help
industry?
25. ● Provide real cases/scenarios
● Provide practical experience and
opportunities to students
● Provide opportunities for collaborative
projects
How industry should help
academia?
28. Discussion
Considering that the overarching solutions are
medium to long term strategies, describe a
specific approach/method/tool/technique
that you would recommend to use in industry
practice right now to foster HCI/HCD values
31. Lessons learned today
● Offer solutions, speak the language of business, not
science
● Prototype, storyboard and test as much as you can
and as early as you can - quick and dirty
● Create a good design for services or put services
behind the scene
● Do the academic thing in a practical way
● Product owners should be more aware of problems
● Practitioners should follow guidelines that are based on
research, not rules of thumb
● Start with what you have, do as much as possible
● Don’t measure steps, measure mistakes, ask for
feedback, make mistakes
33. July 29
● Jettie Hoonhout
Senior scientist @ Philips Research
Labs Eindhoven, Netherlands
● Siân Lindley
Researcher @ Socio-Digital Systems
group at Microsoft Research in
Cambridge
34. ● Marc Hassenzahl
Professor for "Experience and Interaction" at the
Folkwang University of Arts in Essen
Mid September
36. Tallinn Summer School course:
25th-31st July 2014
idlab.tlu.ee/rmhci
Research methods in HCI
Topics covered:
● UX evaluation methods
● Ethics, questionnaires and survey design
● Ethnographic methods for user research
● Narrative based methods
● Experimental design
Target audience: Experienced practitioners
37. Tallinn Summer School course:
18th-31st July 2014
ixdworks.com
Experimental Interaction Design:
from ideas to prototypes
Topics covered:
● Alongside lectures and demos, attendees work in
small groups to design and create new media product
prototypes and gain experience in a number of
interaction design principles, methods, tools and
environments.
Target audience: All people interested in interaction
design, no specific background required