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Empirical Studies
Pablo RomeroComputer Science Department,IIMAS, [email protected]://turing.iimas.unam.mx/~pablor/teaching/proyectoInvestigacion
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This talk
The scientific method HCI and User Experience Flow Empirical studies The experiment The evaluation plan
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The scientific method
Observation Question / Hypothesis Prediction Experimentation Analysis Reporting
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What is HCI?
It has to do with quality of design from the user’s perspective
The study of interaction between people and digital systems
“Designing interactive products to support people in their everyday and working lives”
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What HCI is not
Making the interface look pretty Only about desktop computers (and that
goes for computing as well!) Something you do if you can’t program Something that would be nice to do but
usually there’s no time for it
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Usability goals
Effective to use Efficient to use Safe to use Have good utility Easy to learn Easy to remember how to use
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Design principles
Visibility Feedback Constraints Consistency Affordance
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Not sensible, but, oh, the joy of it!
“Beauty. Charm. Delight. Excitement. Ooh. Aah. Wow! Let me at it.
In the end the iPhone is like some glorious early-60s sports car. Not as practical, reliable, economical, sensible or roomy as a family saloon but oh, the joy…
The iPhone is a digital experience in the literal sense of the word. The user's digits roam, stroke, tweak, tweeze, pinch, probe, slide, swipe and tap across the glass screen forging a relationship with the device that is like no other.”
・ Stephen Fry, The Guardian, November 10 2007
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User experience goals
– Satisfying - Rewarding– Fun - Support creativity– Enjoyable - Emotionally
fulfilling– Entertaining - Engaging– Helpful …and more– Motivating– Aesthetically pleasing
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Flow or optimal experience
Deep and effortless concentration in the task at hand
Body an important part for a deeper and more inclusive concentration
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The research question
Does the quality of the user’s experience increase when more parts of him or her are involved?
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Multimodal analysis of challenges-skills balance
Focusing the physical and cognitive aspects of a person on the same activity will help promote flow episodes more effectively than only considering one of those aspects
Focusing the physical and cognitive aspects of a person on the same activity will help promote flow episodes more effectively than only considering one of those aspects
Preliminary study Develop game Evaluation
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Empirical Studies
Test hypotheses to discover new knowledge by investigating the relationship between two or more things – i.e., variables– Independent variable: aspects of a user
(intellectual, physical)– Dependent variable: experience of a user (flow)
Typically compare two or more conditions looking for significant differences
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The preliminary study
Two groups– With a count (physical-
intellectual)– As is (physical)
Asking– How well were you
concentrating?– Was it hard to
concentrate?
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El experimento
Each one run 4 experimental sessions– 2 with count– 2 without
Materials at– http://turing.iimas.unam.mx/~pablor/teaching/
proyectoInvestigacion/Experimento.html
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Analysis and reporting
Compare the scores of the two conditions applying a statistical test looking for statistical significance
Write the paper describing the experiment and its results
Send to ACM SIGCHI Conference on Human Factors in Computing Systems (CHI-2012)
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Developing and evaluating the game
The preliminary study will inform development
Activity more integrated Evaluation
– At Universum– Taking physiological
data into account