The document summarizes research on understanding opinions and attitudes towards situated technology use. It describes conducting interviews in various public settings to understand perceptions of appropriateness and norms around device use. Key findings include people differentiating places based on focus and privacy expectations, having different standards of appropriateness for themselves versus others, and limited experience with and views of technologies like Siri and Kinect. Future work involves analyzing the data to identify themes and reconsidering target audiences. Lessons learned highlight challenges in research design, data collection and analysis.
This document provides an overview of an introductory artificial intelligence course. It describes the course topics which include search, logic, probability, and learning techniques. It also summarizes the current state of AI, highlighting successes in logistics, games, natural language processing, vision, robotics, and question answering. The course is intended for juniors and seniors and requires programming skills and exposure to algorithms, calculus, and probability.
This document outlines research areas and issues regarding human-computer interaction for older novice users. It discusses how the aging population is increasingly using computers and the Internet, but faces barriers like physical and cognitive decline, conceptual difficulties with technology, and negative attitudes. The document examines limitations in various areas and proposes solutions such as familiar control designs, tangible interfaces, voice/gesture recognition, and improved teaching methods. It stresses the need for future research on older users' motivations for adopting technology.
This document provides information about a training workshop on assistive technology for employment support professionals. It includes an agenda that covers assistive technology consideration processes, computer access options, mobile technologies, and ergonomics. Case studies are presented to demonstrate how to apply an assistive technology consideration guide. The goal is for participants to learn how to match consumer needs with technology solutions to support employment.
The document provides an overview of various technology integration tools that could be used by foreign language teachers, including software for creating comics, editing videos, and concept mapping. It also discusses the power of digital storytelling and recommends several Web 2.0 tools for student projects, such as Glogster, Popplet, and Storyjumper. Resources are shared for digital storytelling, copyright clarity, and finding royalty-free media online.
This document provides an overview of contextual inquiry and qualitative user research methods. It discusses contextual inquiry as an ethnographic interview technique and as the first phase of research-based design. The document then describes several qualitative research methods used during contextual inquiry, including ethnography, interviews, literature review, self-documenting practices, and participatory design methods. Examples and considerations for each method are also provided.
This document summarizes a workshop on usability and user experience design. The workshop objectives are to help participants better understand what usability means, how to conduct user research, and test usability evaluation tools. It includes exercises for participants to brainstorm and discuss what usability is, analyze the cultural characteristics of different places on the web, and evaluate a website based on cultural dimensions. The document provides several quotes related to usability and user experience. It also lists recommendations for further reading on the topic.
This document provides an overview of various technology integration tools that could be used for science instruction, including digital storytelling software and web 2.0 tools. It discusses tools like Comic Life for creating graphic novels, Adobe Premiere Elements for video editing, and MindView for mind mapping. Google Docs is presented as a file sharing tool. The power of digital storytelling for developing creativity and depth of thought is explored. Various resources for digital storytelling projects, images, video and sound are provided.
This document provides an overview of an introductory artificial intelligence course. It describes the course topics which include search, logic, probability, and learning techniques. It also summarizes the current state of AI, highlighting successes in logistics, games, natural language processing, vision, robotics, and question answering. The course is intended for juniors and seniors and requires programming skills and exposure to algorithms, calculus, and probability.
This document outlines research areas and issues regarding human-computer interaction for older novice users. It discusses how the aging population is increasingly using computers and the Internet, but faces barriers like physical and cognitive decline, conceptual difficulties with technology, and negative attitudes. The document examines limitations in various areas and proposes solutions such as familiar control designs, tangible interfaces, voice/gesture recognition, and improved teaching methods. It stresses the need for future research on older users' motivations for adopting technology.
This document provides information about a training workshop on assistive technology for employment support professionals. It includes an agenda that covers assistive technology consideration processes, computer access options, mobile technologies, and ergonomics. Case studies are presented to demonstrate how to apply an assistive technology consideration guide. The goal is for participants to learn how to match consumer needs with technology solutions to support employment.
The document provides an overview of various technology integration tools that could be used by foreign language teachers, including software for creating comics, editing videos, and concept mapping. It also discusses the power of digital storytelling and recommends several Web 2.0 tools for student projects, such as Glogster, Popplet, and Storyjumper. Resources are shared for digital storytelling, copyright clarity, and finding royalty-free media online.
This document provides an overview of contextual inquiry and qualitative user research methods. It discusses contextual inquiry as an ethnographic interview technique and as the first phase of research-based design. The document then describes several qualitative research methods used during contextual inquiry, including ethnography, interviews, literature review, self-documenting practices, and participatory design methods. Examples and considerations for each method are also provided.
This document summarizes a workshop on usability and user experience design. The workshop objectives are to help participants better understand what usability means, how to conduct user research, and test usability evaluation tools. It includes exercises for participants to brainstorm and discuss what usability is, analyze the cultural characteristics of different places on the web, and evaluate a website based on cultural dimensions. The document provides several quotes related to usability and user experience. It also lists recommendations for further reading on the topic.
This document provides an overview of various technology integration tools that could be used for science instruction, including digital storytelling software and web 2.0 tools. It discusses tools like Comic Life for creating graphic novels, Adobe Premiere Elements for video editing, and MindView for mind mapping. Google Docs is presented as a file sharing tool. The power of digital storytelling for developing creativity and depth of thought is explored. Various resources for digital storytelling projects, images, video and sound are provided.
This document discusses different methods for testing and evaluating user interfaces, including expert reviews, heuristic evaluations, cognitive walkthroughs, usability testing, and surveys. It describes the following key points:
- Expert reviews involve having experts examine an interface and provide feedback, while heuristic evaluations involve having experts evaluate an interface against established usability principles or heuristics.
- Usability testing involves observing real users interacting with an interface to identify usability issues. Different types of usability testing are discussed, including discount usability testing and competitive usability testing.
- Surveys can be used to collect feedback from users on their experiences, preferences, and satisfaction. Common survey methods include questionnaires with Likert scales and bipolar
One of the fields that can be successfully applied to usability testing is neuroscience, which can be used in conducting long-term analyses on what a website’s usability would pose. I will explain how the human brain is implicated in each process used in usability.
A library for everyone - Designing for Digital, Austin 2017
All of the tools and principles of an excellent user experience also support accessibility, just as web design that is responsive to diversity of devices is also responsive to a diversity of human needs.
This document provides an overview of prototyping and evaluation for an Intelligent Interfaces course. It discusses using the Processing programming environment for visual interface prototyping. It then covers the interaction design process, different evaluation paradigms including usability testing and field studies, and how to plan an evaluation. Finally, it discusses some prototyping techniques like using classes and objects, importing libraries, and adding graphical controls and interface elements.
Talk on The Essential Guide to Electronics in Shenzhen by Andrew 'Bunnie' Huangyeokm1
A talk I was supposed to give at Hackware v1.9 about Bunnie Huang's book on the guide to electronics in Shenzhen.
Didn't give it in the end but slides uploaded anyway.
The document outlines the objectives, outcomes, and learning outcomes of a course on artificial intelligence. The objectives include conceptualizing ideas and techniques for intelligent systems, understanding mechanisms of intelligent thought and action, and understanding advanced representation and search techniques. Outcomes include developing an understanding of AI building blocks, choosing appropriate problem solving methods, analyzing strengths and weaknesses of AI approaches, and designing models for reasoning with uncertainty. Learning outcomes include knowledge, intellectual skills, practical skills, and transferable skills in artificial intelligence.
I've held this presentation for:
- ClujPM (3 November 2016, City Plaza Hotel, Cluj-Napoca, Romania)
- CodeCamp (19 November 2016, Grand Hotel Italia, Cluj-Napoca, Romania)
A talk about how to conduct usability research without a massive budget or it being a huge undertaking. Case Studies about past experiences in guerrilla UX as well as the "patent-pending" $1000 UX Lab.
Talk originally prepared for ProductTank Madison 2018-03-14.
See https://tinyurl.com/guerrilla-ux for slides, transitions, etc.
The document outlines Brad Orego's presentation at a UX meetup on designing for mobile. The presentation includes an overview of the challenges of mobile like small screens and intermittent use. It then discusses heuristics for mobile design such as simplicity, understanding the core value, optimizing for location over user type, and assuming distracted use. The presentation concludes with encouraging testing on many devices and a workshop.
A slide deck to aid discussion on the following two research papers in the field of accessibility:
1. User Interface of a Home Page Reader
2. Digital Family Portraits: Supporting Peace of Mind for Extended Family Members
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
Ace the Tech Interviews - www.hiredintech.comAnton Dimitrov
Are you scared of programming interviews at top tech companies like Google, Microsoft, Amazon and Facebook?
If you feel nervous or don't know how to solve hard problems, our team has answers for you.
We worked at several top tech companies like Google, Microsoft and Nvidia. Learn more about us and our services at www.hiredintech.com
This is a presentation we gave to students from Berkeley University, Santa Barbara University, University of Edinburg, EPFL - Switzerland and others. It covers things from building a perfect resume, through getting more interview invites to answering technical and non-technical question at the interviews at top software companies.
Let us know what you think or if you have any questions.
This document summarizes Brendan Gregg's experiences working at Netflix for over 4.5 years. Some key points include:
- The company culture at Netflix is openly documented and encourages independent decision making, open communication, and sharing information broadly.
- Gregg's first meeting involved an expected "intense debate" but was actually professional and respectful.
- Netflix values judgment, communication, curiosity, courage, and other traits that allow the culture and architecture to complement each other.
- The cloud architecture is designed to be resilient through practices like chaos engineering and rapid deployments without approvals, in line with the culture of freedom and responsibility.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
This document summarizes a webinar presented by Jeff Hino and Victor Villegas on delivering engaging webinars based on their experience with the Extension Mobile Device Users Group (EMDUG). EMDUG aimed to encourage effective mobile technology use among extension educators and demonstrate mobile tools. Their webinars on the group's blog covered mobile news, apps, and stories in a casual segmented format using Adobe Connect or Google Hangouts. While technical issues arose, having co-hosts, guests, and YouTube distribution worked well. Future webinars could widen topics and go national on eXtension Learn with better marketing. Evaluation feedback was positive, and their "top ten" tips focused on planning, practicing, using
The document outlines the agenda and content for a UX research methods meetup. The schedule includes socializing, introductions from the presenter about his background and jobs, a brief presentation on why research is important and common methods used, and a workshop. The presentation covers qualitative methods like focus groups, interviews, design ethnography and usability studies. It also discusses quantitative methods such as surveys, metrics, and usability studies with numbers. Examples of each method are provided. The meetup will conclude with a workshop and optional afterparty.
Project UDIR is a student project aimed at introducing students to free and open source software (FOSS). It has several mentors who will assign tasks to students related to Ubuntu, Linux distributions, and minor projects involving FOSS tools. Students will communicate with mentors over email or Skype, complete tasks, and present their work to others. The goals are to familiarize students with FOSS, connect them with research opportunities, and foster collaboration.
Design of everyday things fundamental principles of interactionIsaac Liao
This document summarizes key concepts from the book "Design of Everyday Things" by Donald Norman. It discusses Norman doors, which can be confusing because it is unclear whether they should be pushed or pulled. It also covers discoverability and understanding, fundamental principles of interaction like affordances, signifiers, mapping and feedback. Conceptual models are explained as simplified explanations of how things work. The document emphasizes that good design makes functions discoverable and intuitive to understand through application of these interaction principles.
Pragmatic Presenting pitch for MOUSE HS students.pptxClemens Wan
This document provides tips for giving effective presentations when pitching an idea or product. It recommends coming prepared with materials like photos, sketches, prototypes and presentations. The first impression is important, making eye contact and handshake. The sales pitch should tell a story with a user scenario and address how it solves problems compared to competitors. Anticipate common questions and practice answering them as a team. Maintain enthusiasm and sell the benefits to investors. Homework includes finalizing materials and prototypes, brainstorming questions, writing the pitch, and practicing.
Project UDIR is a student project that aims to familiarize students with free and open source software through mentorship and hands-on learning. The project has several mentors and goals including getting students internship opportunities, creating an environment for sharing knowledge, and fostering teamwork. Students will complete tasks and a minor project on topics like Linux, Ubuntu, Fedora, LaTeX, and Arduino. They will have opportunities to present their work, write articles, and give talks to gain experience communicating their learning.
This document discusses different methods for testing and evaluating user interfaces, including expert reviews, heuristic evaluations, cognitive walkthroughs, usability testing, and surveys. It describes the following key points:
- Expert reviews involve having experts examine an interface and provide feedback, while heuristic evaluations involve having experts evaluate an interface against established usability principles or heuristics.
- Usability testing involves observing real users interacting with an interface to identify usability issues. Different types of usability testing are discussed, including discount usability testing and competitive usability testing.
- Surveys can be used to collect feedback from users on their experiences, preferences, and satisfaction. Common survey methods include questionnaires with Likert scales and bipolar
One of the fields that can be successfully applied to usability testing is neuroscience, which can be used in conducting long-term analyses on what a website’s usability would pose. I will explain how the human brain is implicated in each process used in usability.
A library for everyone - Designing for Digital, Austin 2017
All of the tools and principles of an excellent user experience also support accessibility, just as web design that is responsive to diversity of devices is also responsive to a diversity of human needs.
This document provides an overview of prototyping and evaluation for an Intelligent Interfaces course. It discusses using the Processing programming environment for visual interface prototyping. It then covers the interaction design process, different evaluation paradigms including usability testing and field studies, and how to plan an evaluation. Finally, it discusses some prototyping techniques like using classes and objects, importing libraries, and adding graphical controls and interface elements.
Talk on The Essential Guide to Electronics in Shenzhen by Andrew 'Bunnie' Huangyeokm1
A talk I was supposed to give at Hackware v1.9 about Bunnie Huang's book on the guide to electronics in Shenzhen.
Didn't give it in the end but slides uploaded anyway.
The document outlines the objectives, outcomes, and learning outcomes of a course on artificial intelligence. The objectives include conceptualizing ideas and techniques for intelligent systems, understanding mechanisms of intelligent thought and action, and understanding advanced representation and search techniques. Outcomes include developing an understanding of AI building blocks, choosing appropriate problem solving methods, analyzing strengths and weaknesses of AI approaches, and designing models for reasoning with uncertainty. Learning outcomes include knowledge, intellectual skills, practical skills, and transferable skills in artificial intelligence.
I've held this presentation for:
- ClujPM (3 November 2016, City Plaza Hotel, Cluj-Napoca, Romania)
- CodeCamp (19 November 2016, Grand Hotel Italia, Cluj-Napoca, Romania)
A talk about how to conduct usability research without a massive budget or it being a huge undertaking. Case Studies about past experiences in guerrilla UX as well as the "patent-pending" $1000 UX Lab.
Talk originally prepared for ProductTank Madison 2018-03-14.
See https://tinyurl.com/guerrilla-ux for slides, transitions, etc.
The document outlines Brad Orego's presentation at a UX meetup on designing for mobile. The presentation includes an overview of the challenges of mobile like small screens and intermittent use. It then discusses heuristics for mobile design such as simplicity, understanding the core value, optimizing for location over user type, and assuming distracted use. The presentation concludes with encouraging testing on many devices and a workshop.
A slide deck to aid discussion on the following two research papers in the field of accessibility:
1. User Interface of a Home Page Reader
2. Digital Family Portraits: Supporting Peace of Mind for Extended Family Members
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
Ace the Tech Interviews - www.hiredintech.comAnton Dimitrov
Are you scared of programming interviews at top tech companies like Google, Microsoft, Amazon and Facebook?
If you feel nervous or don't know how to solve hard problems, our team has answers for you.
We worked at several top tech companies like Google, Microsoft and Nvidia. Learn more about us and our services at www.hiredintech.com
This is a presentation we gave to students from Berkeley University, Santa Barbara University, University of Edinburg, EPFL - Switzerland and others. It covers things from building a perfect resume, through getting more interview invites to answering technical and non-technical question at the interviews at top software companies.
Let us know what you think or if you have any questions.
This document summarizes Brendan Gregg's experiences working at Netflix for over 4.5 years. Some key points include:
- The company culture at Netflix is openly documented and encourages independent decision making, open communication, and sharing information broadly.
- Gregg's first meeting involved an expected "intense debate" but was actually professional and respectful.
- Netflix values judgment, communication, curiosity, courage, and other traits that allow the culture and architecture to complement each other.
- The cloud architecture is designed to be resilient through practices like chaos engineering and rapid deployments without approvals, in line with the culture of freedom and responsibility.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
This document summarizes a webinar presented by Jeff Hino and Victor Villegas on delivering engaging webinars based on their experience with the Extension Mobile Device Users Group (EMDUG). EMDUG aimed to encourage effective mobile technology use among extension educators and demonstrate mobile tools. Their webinars on the group's blog covered mobile news, apps, and stories in a casual segmented format using Adobe Connect or Google Hangouts. While technical issues arose, having co-hosts, guests, and YouTube distribution worked well. Future webinars could widen topics and go national on eXtension Learn with better marketing. Evaluation feedback was positive, and their "top ten" tips focused on planning, practicing, using
The document outlines the agenda and content for a UX research methods meetup. The schedule includes socializing, introductions from the presenter about his background and jobs, a brief presentation on why research is important and common methods used, and a workshop. The presentation covers qualitative methods like focus groups, interviews, design ethnography and usability studies. It also discusses quantitative methods such as surveys, metrics, and usability studies with numbers. Examples of each method are provided. The meetup will conclude with a workshop and optional afterparty.
Project UDIR is a student project aimed at introducing students to free and open source software (FOSS). It has several mentors who will assign tasks to students related to Ubuntu, Linux distributions, and minor projects involving FOSS tools. Students will communicate with mentors over email or Skype, complete tasks, and present their work to others. The goals are to familiarize students with FOSS, connect them with research opportunities, and foster collaboration.
Design of everyday things fundamental principles of interactionIsaac Liao
This document summarizes key concepts from the book "Design of Everyday Things" by Donald Norman. It discusses Norman doors, which can be confusing because it is unclear whether they should be pushed or pulled. It also covers discoverability and understanding, fundamental principles of interaction like affordances, signifiers, mapping and feedback. Conceptual models are explained as simplified explanations of how things work. The document emphasizes that good design makes functions discoverable and intuitive to understand through application of these interaction principles.
Pragmatic Presenting pitch for MOUSE HS students.pptxClemens Wan
This document provides tips for giving effective presentations when pitching an idea or product. It recommends coming prepared with materials like photos, sketches, prototypes and presentations. The first impression is important, making eye contact and handshake. The sales pitch should tell a story with a user scenario and address how it solves problems compared to competitors. Anticipate common questions and practice answering them as a team. Maintain enthusiasm and sell the benefits to investors. Homework includes finalizing materials and prototypes, brainstorming questions, writing the pitch, and practicing.
Project UDIR is a student project that aims to familiarize students with free and open source software through mentorship and hands-on learning. The project has several mentors and goals including getting students internship opportunities, creating an environment for sharing knowledge, and fostering teamwork. Students will complete tasks and a minor project on topics like Linux, Ubuntu, Fedora, LaTeX, and Arduino. They will have opportunities to present their work, write articles, and give talks to gain experience communicating their learning.
Upfront User Research for iPhone/iPad Apps: Why bother?Ginsburg Design
While diving right into design may work in some cases, most apps can benefit from some level of upfront user research. User research helps define the high-level product vision, and enables your team to make informed decisions throughout the product life cycle.
As much as 75% of the adult population has some fear of public speaking and even more simply have poor presentation skills. What does this mean?
You can’t promote or get credit for your ideas.
You miss out on the visibility and exposure of presenting at conferences.
You (statistically) will earn less and be promoted less than colleagues with better public speaking skills.
But don’t panic! You *can* learn in this fun, fast-paced workshop.
In this session, attendee’s will learn:
The 3 Ps (Planning, Preparing, Performing).
How to figure out the parameters of a presentation (audience, etc.).
How to focus your topic and limit your ideas.
How to build logical structure.
How to use hooks, anecdotes, and segues.
How to work with the audience.
Tips and tricks of rehearsing.
Agile Vietnam shared at the T3Con, one of the biggest web conference at it's region in Phnom Penh. The goal is to kick-off an agile community in Cambodia by sharing how Agile Vietnam has done it in the past 1.5 years.
This document provides an overview of cognitive aspects relevant to interaction design. It discusses what cognition is and how understanding users' cognitive abilities and limitations can help design better interactive products. Key cognitive processes covered include attention, perception, memory, learning, and problem-solving. Theories of cognition discussed include mental models, gulfs of execution/evaluation, and information processing models. Design implications are provided for optimizing interfaces based on cognitive strengths and limitations.
5. Outline
● Project evolution
● Framing our study
○ specific scenarios & examples
○ research questions
● Study methodology
○ rationale - how did we make design decisions
● Mechanics
○ what we did & how we did it
6. Outline
● Data / thought analysis
● Interview highlights
● Thoughts on Siri
● Thoughts on Kinect
● Future work
● Lessons learned
7. Project Beginnings
● Original idea: "something" with Kinect
○ Maybe interface related, or social interactions
● Devices beyond the Kinect: iPhone 4S (Siri)
● How people choose between one of several
interaction modes
○ Do I talk to my phone? Use the touchscreen?
○ Do I wave at my Xbox? Shout at it? Use a controller?
8. Possible Topics of Interest
● Collaborative vs. Competitive games (social
component)
● Voice communication in collaborative games
● Activity-driven games & activity coordination
● Engaging & encouraging long-term involvement
● What is unique about the Kinect? (hands-free, no-
controller... what are the implications of this?)
9. Project Evolution
● Use of technology:
○ Driven by utility
○ Related to activity going on in the space
○ May be bounded by physical space
● Contradictions
○ Based on role
○ Based on activity
○ Based on perceptions
10. Framing our Study
1. Physical vs social space
● Is there any difference how people
perceive them?
● How do they define?
2. Choice of devices
● Screen size, keyboard/touch screen,
gestures, dictation, etc
● goals
● embodiment
11. Framing our Study
3. Appropriateness
● What is appropriateness
● What's not
4. Perception of other people using technology
● What is appropriate
● Any difference of rules for self and
others?
12. Methodology - Rationale
Semi-structured interview technique
● Highly contextualized area(s) of interest
● Not sure what we will find out
● Limited initial understanding
● Multiple hypotheses
● Elicit creative, open-ended responses
13. Selection Criteria
● Very open-ended
● Didn't want to limit prematurely
● People with high exposure to the settings /
environments of interest
14. Places / Settings of Interest
1. Classroom - lecture environment
2. Airport
3. Coffee shop
4. Church / religious building
5. Movie theater
6. Library
15. Place Dimensions
● Small vs. large
● Public vs. private
● Focus of attention
● Cooperation level
● Visibility
16. Demographic / Background Data
● Could become relevant, based on what we
find
● Could help refine future groups of interest
● Specific device usage / familiarity
● Will talk to users about w/e they have
experience with
● Ideal candidates familiar with a majority of
settings / devices
17. Example Questions / Scenarios
● "Bluetooth headset guy" at the coffee shop
Wired magazine, August 2009
22. Interview Highlights
● Barista: Pete's Coffee (SF Financial District)
○ Business people tip well
○ BlueTooth less annoying for business
■ "BlueTooth people still pay attention to other
things, its like they have evolved"
● Cell phones at the concert (instead of
cameras)
○ The lone iPad
○ Light and Sound Pollution: Movie theater vs Concert
● Technology and God
○ The book, like the e-reader or the iPad, is
technology
23. Interview Highlights
● Office worker: Toshiba
● Privacy Concerns
● "Tunnel vision"
● Technology can create "social strain"
● Devices are too portable - you can't get away from
them!
24. Interview Highlights
● Banker: U.S. Bank
● Doesn't have a smartphone - but soon!
○ iPhone: "it's replaced most of the electronics that you
need"
● Doesn't like the phone - but with video calls, you can't "blame
the technology"
● Generational differences
● On Kinect:
○ pretty expensive for just one game you want to play
○ "I don't want to 'Just Dance'"
Bluetooth: Headphones: Coffee Shop
Crew:
25. Interview Highlights
1. How participants differentiate places
● "Libraries are supposed to be more quiet,
while coffee shop can be noisy"
● "Coffee shop is casual, so series business
are not appropriate, library is for studying, it
would be awkward to play games, airport
has no focus at all, so you can do whatever"
● "In the airport, the first thing is to find a 'safe'
place, as I always have expensive
belongings with me in the airport"
26. Interview Highlights
2. Self and others
● "I won't let myself play games in the library,
but I don't care if others are playing"
● "I won't make any video calls at the coffee
shop, others can do, but I found myself
always distracted by them"
● "It's cool to read Bible on Kindle, I saw such
cases and it's totally fine, I have Kindle, but I
won't do this"
27. Interview Highlights
3. Perceived privacy
● "In the library, I like the place where you
know others are there, but you can't see
them"
● "Don't really care if it's a corner in the airport,
people come and people go, it doesn't make
a difference"
● "In a place where I am not familiar with, I will
use less complicated apps"
30. Thoughts on Siri
● Only used when not accompanied
● Experience is severely limited by
functionality
● Helpful when can't look at the screen, or with
sight impair
31. Thoughts on Kinect
● Why we wanted to study the Kinect
○ Offers new interaction styles with devices
○ Brings the virtual environment into the spacial
● Why it didn't really work
○ The Kinect is not widespread
○ It is used primarily in the home
● What this meant for our study
○ Interest in broader range of interaction
○ Spatial relation being key in Kinect
○ Kinect questions became hypothetical
32. Kinect Caveat
● One interviewee did have interesting ideas
about future applications of Kinect
technology
○ Artificial creation of concise keyword structured
language
○ Reduction of sense of touch
■ Reduced physical closeness with others
■ Desensitization to tactile stimulus
■ Disallow keyed movements in 'watched' areas
○ Possible benefit of increased ability for disabled
33. Initial Analysis
● Brainstorming
○ Initial analysis based on our own understanding
○ Comparison of interview notes and ideas
● Interviews
○ Rough notes
○ Important ideas
34. Future Work
● Analyze Data
○ Collect all similarities and attempt to rationalize them
in a meaningful way
○ Brainstorm to evolve ideas further
○ Reconsider audiences to target in the future
● Record Data
○ Create logs of our interesting findings to facilitate
future work
35. Lessons learned
● Designing the study is HARD!
● So many good & interesting ideas
● Difficult to narrow down what is one "unit" of
focused, measurable work
● It's tricky to help people summarize their
opinions while not biasing them
36. Lessons learned
● Transcribing audio / video recordings is time-
consuming
● Knowing what to code for is challenging
● Consolidating ideas uncovered & deciding
what to do next is hard