CHI2003 - New Horizons

CHI 2003 Tutorial Descriptions

1 HUMAN-COMPUTER INTERACTION: INTRODUCTION AND OVERVIEW

SATURDAY, EVENING
5 April

Keith A. Butler, Boeing, USA
Rob Jacob, Tufts University, USA
Dave Kieras, University of Michigan, USA

Benefits

This tutorial is a tried-and-true introduction to the field of human-computer interaction (HCI). It has become a CHI conference tradition.

If you are a newcomer to the CHI field, this tutorial will give you the background you need to get the most out of the CHI conference.

Features

  • What is HCI and why is it important?
  • Brief history of HCI
  • Introduction to building usable systems
  • Introduction to the psychology of HCI
  • Introduction to computer technologies for HCI
  • Future directions of HCI
  • Where to learn more during the conference
  • Where to learn more in the published HCI literature

Audience

Mainly first-time CHI attendees, typically professionals from computing-related fields who are new to the field of human-computer interaction. No background in HCI is assumed.

Presentation

Mostly lecture style.
Sample Slides.

Origins

This tutorial has evolved, based on feedback from the attendees, as we have given it each year at CHI since CHI'92.

Instructors

Keith Butler is Technical Fellow for user-centered design at Boeing and is one of the originators of Usability Engineering. Rob Jacob is an Associate Professor of Computer Science at Tufts University, where his research interests are user interface software and new interaction media and techniques. David Kieras is a Professor in the Electrical Engineering and Computer Science Department at the University of Michigan, where he holds a joint appointment in Psychology.


2 Something Old, Something New: Designing for the Aging Population

Saturday, Evening
5 April

Krista Coleman, Enhanced Mobility Technologies, USA
Shelly Heller, George Washington University, USA
Laura Leventhal, Bowling Green State University, USA

Benefits

Participants will be introduced to the interrelated nature of social, physical and psychological characteristics of aging that interact with CHI and computer use. They will learn how to extend design, implementation and evaluation skills for designing for the aging population.

Features

Attendees will

  • Identify general social, physical and psychological characteristics of aging
  • Understand "Designing for Diversity"
  • Learn about mistakes and rectifying them
  • Understand empirical testing for elderly population
  • Learn who cares

Audience

Designers and implementers of tools and programs for the elderly.

Presentation

Combines lecture and hands-on experiences to provide the opportunity to practice both "being elderly" and designing for those whose framework is very different from their own.
Sample Slides.

Origins

This tutorial incorporates material from an NSF sponsored workshop held in 2001. Some materials having been presented at CHI 2002.

Instructors

Krista Coleman is the founder of EMT: Enhanced Mobility Technologies and adjunct faculty at the University of Minnesota.

Shelly Heller is a professor of Electrical Engineering and Computer Science at the George Washington University.

Laura Leventhal is a professor of Computer Science at Bowling Green State University.

3 Attentional and Nonattentional Processes in Vision: Implications for Display Design

Saturday, Evening
5 April

Ronald A. Rensink, University of British Columbia, Canada

Benefits

Learn about recent breakthroughs in vision that have implications for the design of visual displays. Learn about ways in which these new discoveries can be used to better understand users and to improve interaction with displays.

Features

  • Demonstrations of new visual phenomena (e.g., change blindness, mindsight)
  • Demonstrate ways in which visual perception can depend on the task at hand
  • Overview of recent theories about human vision (e.g., rapid pre-attentive processing, scene perception, unconscious perception)
  • New possibilities for improving information pickup (e.g., attentional units), display interaction (e.g., coercive graphics), and new display designs.

Audience

This is an introductory tutorial intended for product developers, designers of interfaces (including real-time applications such as automobiles), human factors specialists, researchers interested in information display and visualization, and display designers.

Presentation

Lectures interspersed with demonstrations and discussions.
Sample Slides.

Origins

New for CHI 2003. Includes material from a presentation given at Smart Graphics 2002 and a course on interface design given at SIGGRAPH 2002.

Instructor

Ron Rensink has a joint appointment in Computer Science and Psychology where he conducts research relating to the design of time- and safety-critical interfaces. Ron spent six years at Cambridge Basic Research helping Nissan engineers with the design of automobile interfaces. Ron has given many workshops on visual perception, including a day-long course on interface design at SIGGRAPH 2002.


4 Subjective Approaches to Design for Everyday Life

Sunday, Full-Day
6 April

William Gaver, Andrew Boucher, Sarah Pennington, Brendan Walker. Royal College of Art, UK

Benefits

Learn techniques for conceptualizing new products and services that capture a broader range of human values including aesthetic, emotional and everyday cultural values. Empathy, ambiguity, and narrative will be explored as alternatives to more traditional approaches to interaction. Attendees will develop provocative tasks ('probes') to elicit inspirational materials, use them to develop speculative design proposals, and learn techniques for their presentation and critique.

Features

  • Introduction to speculative designs that reflect the idiosyncrasies of everyday life
  • Hands-on experience pursuing design-led research of situations and people, based on a review of relevant approaches
  • Introduction to the use of probes to engage people in a subjective dialogue about values and hands-on experience in developing probes
  • Hands-on experience with generating and presenting speculative design ideas
  • Approaches to evaluating speculative designs

Audience

Individuals intrigued by and willing to experiment with provocative methods and ideas.

Presentation

Lectures, case studies, exercises and discussion.

Origins

New for CHI 2003.

Instructors

William Gaver is a Senior Research Fellow in Interaction Design. His current research concerns design-led methodologies and lucid technologies for everyday life. He has given keynote talks at HCI and Design conferences and consults at an international level. Sarah Pennington, Andy Boucher, and Brendan Walker are researchers in the Interaction Design Department with backgrounds in design research, photography, industrial design, and industrial design engineering.


5 Styling the New Web: Web Usability with Style Sheets

SUNDAY, FULL-DAY
6 April

Steven Pemberton, CWI, Amsterdam

Benefits

This full-day tutorial shows how to use Cascading Style Sheets (CSS) to style the presentation of web pages using HTML, XHTML (the new HTML) and XML, and how this helps usability.

While primarily about CSS and not usability, there will be emphasis on structuring of documents, and why using CSS is essential for usability, including accessibility for the elderly and sight impaired, device independence, reduced download times, and increased user preferences.

Features

All of CSS1, the level currently best implemented, is handled, as well as much of CSS2, and how to find out more. Details of what to expect in CSS3 will be given. It will be shown how to use CSS with HTML, and there will be an introduction to XHTML and XML, and how to use CSS with these.

Audience

The tutorial is for people who want to learn about new developments in Web technology, and how to apply them to increase the usability of Web sites. Attendees should have a working knowledge of how to write HTML.

Presentation

The tutorial will be given in alternating sessions of 45 minutes lecture, 45 minutes hands-on experience.
Sample Slides.
HTML/CSS Demonstration

Origins

A successful tutorial that has been given twice at CHI conferences. CHI 2003 version is updated for developing material within W3C.

Instructor

Steven Pemberton is a researcher at the CWI, Amsterdam, the Dutch national research institute for mathematics and computer science. He has been involved with the Web from the beginning, including chairing the first Style Sheets Workshop in 1995. He is chair of the HTML and Forms Working Groups, and was a long-time member of the CSS working group, and co-author of CSS1 and CSS2. He is editor-in-chief of ACM/interactions.


6 Web Sites That Work: Designing with Your Eyes Open

Sunday, Full-Day
6 April

Jared M. Spool, Christine Perfetti, User Interface Engineering, USA

Benefits

Learn about significant design factors that affect an user's success in interacting with Web sites. Explore existing implementations to learn about the navigation and design elements that have the biggest affect on design.

Features

  • The importance of the Scent of Information and how users navigate large Web sites
  • New techniques, such as interview-based tasks and digital screen capture, help you design and conduct effective usability tests
  • Why your Search facility may hurt your users chances of finding what they're looking for
  • Why perceived download time is different from actual download time
  • Why matching your sites goals to your users goals will let you market to users at their "seducible moments"
  • How designers have used new interaction technologies, such as Flash and SVG, to enhance user effectiveness without frustrating the user with frivolous animation/graphics

Audience

Anyone with experience designing a Web site or creating content for one. Previous experience testing Web sites will be helpful.

Presentation

Lively lecture, small group usability testing, and numerous examples including screen shots and live demos of commercial Web sites.

Origins

Updated to reflect the latest research in measuring the usability of Web sites.

Instructors

Jared Spool is the Founding Principal of User Interface Engineering, and author of Web Site Usability: A Designer's Guide. He is a top-rated CHI tutorial speaker. Christine Perfetti is an expert in the area of designing for the Scent of Information and co-author of Making the Best with Flash. She is one of User Interface Engineering's most requested instructors


7 Drawing on the Right Side of the Brain

Sunday, Full-Day
6 April

Brian Bomeisler, DRSBInc., USA

Benefits

In an intensive workshop designed exclusively for individuals and corporations, participants are taught the skills necessary for realistic and expressive drawing. It is these skills that enable high-level creative thinking and problem solving. Learning to draw means learning to see things differently and learning to see in ways not used in ordinary life. Once learned, drawing can be used to record what you see either in reality or in your mind's eye, in a manner not totally unlike the way we can record our thoughts and ideas in words.

Features

  • Theory; illustrated slide lecture
  • Hands-on exercises
  • Discussion of application of theory
  • Five perceptual skills
  • Lecture and demonstration
  • Summary exercise
  • Discussion of perceptual strategies
  • Application of perceptual strategies in Computer Human Interface

Audience

This tutorial is cross-disciplinary.

Presentation

  • 5-page handout
  • Drawing materials
  • Special instructional tools
  • Slide lecture with examples of case studies
  • Overhead projector use as instructional aid
  • Demonstrations of drawing techniques
  • Q and A group discussions

Origins

This tutorial has been presented from CHI 1997 to CHI 2001.

Instructor

Brian Bomeisler is a lead instructor for drawing workshops taught around the world. He has been a corporate consultant to Digital, Halliburton Energy Services, Novell, Polaroid Corp., and Apple.


8 Cognitive Factors in Design: Basic Human Memory and Problem Solving.

Sunday, Full-Day
6 April

Thomas T. Hewett, Drexel University, USA

Benefits

You will learn some theoretical and practical aspects of how people remember information and solve problems. You will gain insights about how to take advantage of these capabilities in designing for your most important interaction component, the mind.

Features

  • Understand a variety of phenomena through both lecture and "minds-on" exposure
  • Develop a basis for making educated design choices when guidelines fail
  • Relate some cognitive phenomena to some aspects of human-computer interaction
  • Gain some resources useful for self-directed study in cognitive psychology
  • Obtain a useful set of materials for teaching and demonstration to others

Audience

Interaction designers and developers who have found users have minds of their own. Anyone involved with interactive system design who has not done course work in cognitive psychology. Not intended for the human factors specialist, the person with extensive coursework in psychology, or the person seeking a state-of-the-art literature review. The approach to the material is reflective and so not intended for the person seeking "instant" or pre-packaged solutions for the problems of this week's project.

Presentation

Interactive presentation and minds-on exercises.
Sample Slides.

Origins

This introductory level tutorial was highly rated at several earlier CHI conferences.

Instructor

Tom Hewett is Professor of Psychology and Computer Science. He teaches courses on Cognitive Psychology and on the Psychology of Human Computer Interaction. Tom has offered variants of this tutorial to hundreds of interaction designers at conferences and in-house training sessions.


9 Understanding Work in Context: Practical Observation Skills

Sunday, Full-Day
6 April

Susan M. Dray, Dray & Associates, Inc., USA

Benefits

Good designs result from understanding the intended users. This hands-on tutorial provides designers with practical skills for planning and observing work in context using Naturalistic Observation and Contextual Inquiry.

Features

  • Learn about Structured Observation techniques and how to use them
  • Learn three types of techniques, including Naturalistic Observation, Contextual Inquiry and Artifact Walkthroughs
  • Practice doing Naturalistic Observation and Contextual Inquiry
  • Identify next steps for data analysis and design
  • Learn when and how to apply these tools to customer-centered design

Audience

This introductory tutorial is intended for practitioners, developers, designers, and managers who are responsible for user experience, needs analysis or user requirements identification. This is an introductory tutorial, but it is also useful to participants with some experience observing users.

Presentation

Lecture, group discussion, and small group hands-on exercises.
Sample Slides.

Origins

An update of a highly rated tutorial from past CHI conferences, and other venues.

Instructor

Susan M. Dray, Ph.D., has worked as researcher, manager and consultant in the design of technology at Honeywell, American Express and, for the past 10 years, as President of Dray & Associates, Inc. She has conducted user research around the world, and has consulted on the design of technologies ranging from consumer products to complex corporate systems. She is well-known internationally as a speaker and author. She is a Fellow of the Human Factors and Ergonomics Society (HFES), and has been active in CHI since CHI'85. She is the co-editor of the Business column in interactions magazine.


10 Designing Flexible, Accessible Interfaces That Are More Usable by Everyone

Sunday, Full-Day
6 April

Gregg C. Vanderheiden, University of Wisconsin-Madison, USA
Shawn Henry, UI Access, USA

Benefits

Hands-on experience with the usability problems that aging or disabled people have with IT products. Learn ways to address these problems that can result in commercially practical and profitable products.

Features

  • Hands-on experience with accessibility issues and solutions
  • Low-cost strategies for building access into standard products
  • How to separate key accessibility issues from lower priority issues
  • Resources available to draw on for additional information, training, or technical assistance

Audience

Product developers, human factors or usability specialists, consultants, and managers responsible for product accessibility.

Presentation

Experience sessions give hands-on experience with problems faced by people with sensory and physical disabilities. Presentations and demonstrations of techniques teach the essentials of accessible design.
Sample Slides. Please contact Trace Center (608-263-1156) for an accessible version of the materials.

Origins

A highly-rated CHI 2002 tutorial.

Instructors

Gregg Vanderheiden is Director of the Trace R&D Center, Professor of Industrial Engineering and a pioneer in the field of disability and technology for 30 years. His achievements include access features now in Windows 95-XP, Mac OS, OS/2, Linux, ATMs, kiosks, and door entry and voting systems. He was the closing plenary speaker at CHI 2001.

Shawn Henry is an independent consultant and principal in the Optavia Network. She has led user interface design efforts for numerous projects, from analysis through usability testing, and has taught many accessibility workshops.


11 Discovering User Needs: Field Techniques You Can Use

Sunday, Full-Day
6 April

Kate Gomoll, GE Medical Systems, USA
Ellen Story, Gomoll Research & Design, USA

Benefits

What do users really need? What drives them to your product, and what will keep them coming back? Field studies work so well that major magazines describe how companies use them to gain a competitive edge. The instructors will explain how to plan a study, what to look for, and how to analyze the data. Participants will learn how to observe users and collect key information for a design project.

The instructors share anecdotes, sample deliverables, and useful techniques. This class offers opportunities to practice techniques and share experiences.

Features

  • Selecting users
  • Cataloging & analyzing tasks
  • Developing forms to collect data
  • Observing & interviewing
  • Creating profiles & personas

Audience

Designers, developers, managers, usability professionals, & technical writers.

Presentation

Workshop with supporting lecture.
Sample Slides.

Origins

Taught at CHI 02, UIE 98, 99, 00 & 01, UPA 96, 98, 99 & 02, and Studio 2001.

Instructors

Kate Gomoll is a UI Architect at GE Medical Systems. She is nationally recognized in the field of UI design and usability. She is the founder of Gomoll Research & Design, a firm specializing in user experience design.

Ellen Story has been a software designer since 1985. She is experienced in conducting research with users at work and at home. She has helped many clients with research, UI design, prototyping, and usability testing.


12 Information Visualization: Principles, Promise, and Pragmatics

Sunday, Full-Day
6 April

Marti Hearst, UC Berkeley, USA

Benefits

Information visualization is an exciting topic, and the last decade has witnessed the development of many interesting ideas about how to visualize abstract information. However, to date, its use in everyday products and applications has not yet lived up to its promise. Tutorial participants will learn about the factors that lead to successful design of user interfaces that include information visualization.

Features

  • A critical stance towards the field of information visualization, rather than a survey of existing approaches.
  • Summary of results of usability studies on information visualization designs.
  • An active design exercise.

Audience

Designers interested in the use of information visualization as part of effective user interfaces; also, researchers interested in understanding the strategies behind successful use of information visualization.

Presentation

Lecture and hands-on exercises.
Sample Slides.

Origins

A version of this tutorial was given at SIGIR 2000. It is largely based on a course on information visualization taught by the instructor at UC Berkeley, most recently in Spring 2002.

Instructor

Marti Hearst is an associate professor at the School of Information Management and Systems at UC Berkeley, and formerly a member of the research staff at Xerox PARC. She has developed a number of visualizations and user interfaces for search, and has taught a course on information visualization for five years. She has won two student-initiated awards for excellence in teaching.


13 Collaboration Technology in Teams, Organizations, and Communities

Sunday, Full-Day
6 April

Steven Poltrock, The Boeing Company, USA
Jonathan Grudin, Microsoft Research, USA

Benefits

Learn about technologies being used to support groups, organizations, and online interaction. Hear about successes and problems that are encountered. See how different disciplines contribute to collaborative systems and how these technologies affect individuals, groups, organizations and society. The tutorial addresses support for small groups, for organizations, and emerging support for communities.

Features

  • Discover the multi-disciplinary nature of computer supported cooperative work
  • Discuss experiences with technologies that support collaboration,
  • Understand behavioral and social challenges to developing and using these technologies
  • Learn successful development and usage approaches
  • Anticipate future trends in technology use and global social impacts

Audience

This introductory overview tutorial is for actual and potential users, developers, researchers, marketers, or managers of systems designed to support groups and organizations. Broad experience with collaborative technologies is not expected.

Presentation

Lecture, video, and group exercises.
Sample Slides.

Origins

This is a revised version of a tutorial presented at many CHI and CSCW conferences.

Instructors

Steven Poltrock introduces, evaluates, and deploys collaborative technologies to support teamwork, knowledge management, and workflow management.

Jonathan Grudin, Editor in Chief of ACM Transactions on CHI, has worked as developer and researcher in this area.


14 Setting Usability Performance Requirements

Sunday, Full-Day
6 April

Nigel Bevan, Serco Usability Services, UK

Benefits

Participants will learn how business risk can be reduced by setting usability performance requirements.

Features

Learn simple techniques that can be used to specify usability requirements:

  • Identify the range of contexts in which the product or system will be used
  • Estimate task times for important scenarios of use
  • Set accuracy and completion criteria for important tasks
  • Establish satisfaction requirements
  • Use the Common Industry Format to document usability requirements
  • Identify the key design issues that will impact on usability

Audience

Anyone wishing to gain practical experience in specifying usability requirements. Some previous usability experience is desirable, but not essential, as the approach taken will be business-oriented.

Presentation

The tutorial will include class and group exercises to apply the methods.
Sample Slides.

Origins

The tutorial incorporates materials from previous tutorials given at international conferences and materials from a case study of training at a large organization to implement these methods.

Instructor

Dr. Nigel Bevan is Research Manager at Serco Usability Services. Nigel coordinated European-funded projects that developed and trialed the methods, and he has subsequently applied them commercially. Nigel is active in several international standards groups, and contributed to development of the Common Industry Format.


15 Enhanced E-Learning Through Learner-Centric Design

Sunday, Full-Day
6 April

Sherry Hsi, Metacourse, Inc., USA
Carolyn Gale, Stanford University, USA

Benefits

Take a different look at e-learning: from a learner-centric viewpoint. Discover what capabilities and activities are needed to support rich, engaging learning. Learn about effective e-learning course designs and delivery modes. See examples of current interfaces. Engage in group activities to explore the challenges of e-learning designers, moderators, and online participants.

Features

Become familiar with the e-learning user experience

  • Learn theories and models behind effective e-learning methodologies
  • See examples of activities that support effective, engaging e-learning
  • Learn to critically evaluate e-learning platform designs
  • Conceptualize learner-centric UI/UE designs that support e-learning activities

Audience

This tutorial is for designers with a passing familiarity of e-learning interested in designing e-learning human-computer interfaces.

Presentation

The presentation will be a mix of mini-lectures, demonstrations, small group design activities, discussions, and reflection.
Sample Slides.

Origins

New for CHI 2003, with origins from a CHI 98 workshop on Learner Centered Design.

Instructors

Both Carolyn Gale and Sherry Hsi have been involved in research and development of online educational environments for several years, both within United States K-12 and higher education, and non-profit organizations.


16 Handheld Usability: Design, Prototyping, & Usability for Mobile Devices

Sunday, Full-Day
6 April

Scott Weiss and Richard Martin, Usable Products Company, USA

Benefits

Learn how to design applications for all major handheld hardware platforms and operating environments, and learn how to create paper prototypes of handheld applications and operate those prototypes during usability tests.

Features

  • Brief history of handheld devices
  • Full description of Bluetooth and Wi-Fi and how they work together
  • Tour of phone, PDA, and pager hardware and operating environments
  • Application of traditional user-centered design methods to handheld device applications
  • Differences and similarities between Palm OS, Pocket PC, WAP, i-Mode, RIM OS, and Wisdom OS
  • Hands-on exercises to design, prototype, and test usability of designs for handheld devices

Presentation

Lectures and participatory, hands-on exercises to reinforce learning.
Sample Slides.

Audience

This tutorial is for novices in the area of handheld product design. It applies user-centered design principles to mobile technology.

Origins

An updated version of a tutorial that has been previously presented at HFES 2002, UPA 2001 & 2002, BayCHI, and DIS 2002. Based on Weiss' book Handheld Usability (Wiley: 2002).

Instructors

Scott Weiss, Principal of Usable Products Company, is an Information Architect and author of Handheld Usability (John Wiley & Sons, 2002, www.handheldusability.info).

Richard Martin is an Analyst with Usable Products, and author of Wireless Lexicon, a dictionary of terms for mobile technology.


17 User Bias and Judgment: The Subjective Side of Decision-Making

Sunday, Full-Day
6 April

Paul Whitmore, E*Trade Financial, USA

Benefits

Learn about the factors that influence people's choices and subjective judgments. Glean tips on how to help people deal with choice overload, cognitive illusions, and other paradoxes. Learn how research on judgment and decision-making can be applied to interaction design. The classic heuristics and biases research was recognized by the 2002 Nobel prize in economics.

Features

Review findings relevant to interaction design and learn how to apply them.

  • Studies on how people make judgments and decisions
  • Research on what people find intrinsically motivating
  • Paradoxes about how people assess their relative well being
  • How slight changes in wording can lead to large changes in user responses
  • How to design Web interactivity to affect people's purchasing
  • Using environmental cues to maintain user's interest in visiting a Web site
  • Choosing wording that will improve subjective ratings (and recollections) of an interaction

Audience

Designers, information architects, developers, usability professionals who want to learn more about the cognitive dimensions underlying user behavior and its application to interaction design. No prior knowledge is assumed.

Presentation

Lectures, case studies, discussion, and hands-on exercises.
Sample Slides.

Origins

New for CHI 2003.

Instructor

Paul Whitmore directs User Research at E*Trade, where he works with designers, data-miners, and marketing professionals. He has taught related courses at Stanford. This tutorial combines his doctoral research with industry experience.


18 An Introduction to Augmented Reality Research

Monday, Morning
7 April

Mark Billinghurst, University of Canterbury, New Zealand

Benefits

Augmented Reality (AR) interfaces overlay virtual imagery onto the real world. The instructor will present detailed information on how to construct AR interfaces for a variety of application areas, show live demonstrations of the technology, and explore fruitful directions for future AR research.

Features

The following topics with be covered:

  • Introduction to Augmented Reality
  • AR Tracking
  • AR Interaction Techniques
  • Collaborative AR
  • Heterogeneous AR interfaces
  • Mobile AR
  • Developing AR applications with ARToolKit
  • Demonstrations of AR applications
  • Directions for future research

Audience

Individuals interested in gaining a background in Augmented Reality and in understanding the current state-of-the-art of research in the field.

Presentation

Lectures and video and live demonstrations.
Sample Slides.

Origins

A variant of this tutorial was offered at CHI 2001 and SIGGRAPH 2001. It was presented in its current form at VR 2002.

Instructor

Mark Billinghurst is a research scientist at the Human Interface Technology Laboratory (HIT Lab) at the University of Washington, Seattle, and Director of the HIT Lab (NZ) at the University of Canterbury, New Zealand. He has presented tutorials at the VRAIS 96, VRST 96, Visual 98, HUC 99, SIGGRAPH 2001, CHI 2001 and VR2002 conferences and has authored or co-authored more than 70 peer reviewed journal and conference papers.


19 Wireless Service Usability & Design

Monday, Morning
7 April

Didier Chincholle, Ericsson, Sweden

Benefits

Despite the popularity of mobile devices world wide, they remain problematic for designers and consumers alike. The instructor will present the fundamental principles of highly usable interfaces for wireless services. He will explain how to develop innovative next-generation communication devices and share tips and techniques for designing highly usable mobile services on restricted screen space.

Features

  • Hype and reality of today's wireless services
  • Coming generation networks
  • Mobile users and the mobile context
  • Coming generation mobile devices (evolutions and limitations)
  • Killer experience: the three P's (Personalization, Positioning and Push)

Presentation

Lecture, group exercise and discussion.
Sample Slides.

Audience

Designers, wireless service developers, network operators and service providers, usability specialists, and HCI researchers who are interested in designing wireless service for small devices. The tutorial is intended for people with some experience in either interface design or usability work.

Origins

This tutorial was first given at UPA 2002 and subsequently at Mobile HCI 2002 and NordiCHI 2002. The CHI 2003 version is updated with the latest research and development of wireless services.

Instructor

Didier Chincholle is an Interaction Design Senior Specialist at Ericsson Research. He has extensive experience in designing and evaluating user interfaces. Some of them have been shown at international fairs such as COMDEX, CeBIT and Communc'Asia.


20 Web Search Engines: Algorithms and User Interfaces

Monday, Afternoon
7 April,

Krishna Bharat, Bay-Wei Chang, Google, Inc., USA

Benefits

Learn about the issues in designing interfaces for web search by understanding the technology underlying search engines.

Understand the opportunities and limitations of the web as a medium for information retrieval.

Learn how to design interfaces to give users access to the capabilities of search algorithms.

Features

  • Architecture, algorithms, and processes of modern search engines.
  • Structure and properties of the WWW. In particular, attributes that affect the performance and quality of Web search.
  • Search interface design, including client-side tools.

Audience

Anyone interested in Web search technologies and interfaces.

Presentation

Lectures and demonstrations of existing interfaces.

Origins

This tutorial was first presented at CHI 2001.

Instructors

Krishna Bharat and Bay-Wei Chang are Senior Research Scientists at Google, Inc. Krishna was previously at DEC/Compaq SRC, where he worked on interfaces and algorithms for web information retrieval. Bay-Wei was previously at Xerox PARC, where his research revolved around user interface issues in web editing, portable document readers, and hypertext annotations.


21 Vision-Based User Interfaces for Pervasive Computing

Monday, Afternoon
7 April

Trevor Darrell, MIT, USA

Benefits

Vision-based interfaces allow pervasive and ubiquitous HCI systems to respond directly to the visual image of a human user. They can provide applications with 'perceptive context', such as the presence, attention, and activity of users, as well as provide conversational cues such as face pose and expression. This course surveys the algorithms and techniques involved in vision-based perception of people, describes what performance is attainable in state-of-the art systems, and discusses the privacy, freedom and safety implications of this new technology.

Features

  • Face detection and recognition
  • Head pose estimation
  • Eye gaze tracking
  • Face expression recognition
  • Hand tracking
  • Gesture recognition
  • Activity description and detection
  • Privacy issues.

Audience

Researchers and practitioners interested in learning the state-of-the-art in computer vision as applied to human-computer interaction. No previous experience with computer vision is required. Some familiarity with digital images is presumed.

Presentation

The presentation will consist of PowerPoint slides, digital video, interactive demonstration, and discussion / brainstorming sessions.

Origins

This is a short version of a highly rated MIT graduate EECS seminar.

Instructor

Prof. Trevor Darrell leads the Vision Interface group at the MIT Artificial Intelligence Laboratory and has developed award-winning interactive vision-based interfaces. He formerly was a research staff member at the Interval Research Corp.


22 Card-Based User and Task Modeling in Agile Usage-Centered Design

Monday, Full-Day
7 April

Larry L. Constantine, Lucy A. D. Lockwood, Constantine & Lockwood, Ltd., USA

Benefits

Participants learn various techniques using ordinary index cards and other low-tech tools for rapid modeling of users and tasks.

Features

  • Fast, simplified ways to build precise, powerful models
  • Hands-on application to realistic case problem
  • Techniques include card storming, role and task inventories, abstract dialogs, collaborative ranking, and cooperation clustering
  • Models addressed include user roles, personas, user profiles, task cases, use cases, scenarios, and user and customer stories

Audience

Practicing usability and design professionals; some knowledge/experience in user and task analysis desirable

Presentation

Lectures, demonstrations, hands-on application, discussion and assessment.
Sample Slides.

Origins

New, advanced usage-centered design techniques built on highly rated CHI 2000 and OOPSLA 2001 & 2002 tutorials.

Instructors

Larry Constantine is a pioneering methodologist, inventor, award-winning designer, and author with 16 books and over 150 papers published. He is Director of R&D, Constantine & Lockwood, and Professor, Information Technology, University of Technology, Sydney (Australia).

Lucy Lockwood, founder and President of Constantine & Lockwood, is an internationally respected consultant and trainer drawing on 20 years experience. The author of over a dozen papers, she is co-author of the award-winning, Software for Use (Addison-Wesley, 1999).


23 Information Foraging

Monday, Full-Day
7 April

Peter Pirolli, Stuart Card, Palo Alto Research Center, USA

Benefits

Learn about new techniques in information foraging analysis for characterizing human information-seeking behavior. Participants should be able, by the end of the tutorial, to perform analyses in information foraging.

Features

  • Information foraging theory as a new method for analyzing information-intensive work
  • Models and empirical tools for analysis of adaptation to information environments cognitive mechanisms
  • Hands-on experience with analyses
  • Take-away resources that aid analysis and teaching
  • Emphasis on applications to Web information visualization and knowledge crystallization

Audience

The course is aimed at research colleagues rather than practitioners (though all are welcome). No prior knowledge is required. Participants should be comfortable with a few equations or raw, seething ACT-R code samples.

Presentation

Lecture and demonstrations interspersed with student exercises.

Origins

First presented at CHI 2002 and updated with new developments.

Instructors

Peter Pirolli is a Principal Scientist in the User Interface Research Area at PARC. He is engaged in studies of human-information interaction, information foraging theory, and the development of new user interface technologies.

Stuart Card is a Senior Research Fellow at PARC and head of the User Interface Research group. He has developed models in human-computer interaction, including GOMS and the Fitts's Law model of the mouse as well as new user interface techniques, such as ROOMS and focus+context information visualization methods.


24 Driving Invention From Field Data

Monday, Full-Day
7 April

Karen Holtzblatt, InContext Enterprises, Inc., USA

Benefits

Attendees will learn how qualitative data from field research drives real innovation in product and system design, and study examples of field data and the designs prompted by that data.

Features

This tutorial covers how to use field research to create innovative designs, not field interviewing techniques. Topics include:

  • How a design focus limits and directs design activity
  • How a different focus leads a team to consider different solutions to a design problem
  • How "story thinking" drives deep understanding of the natural coherence of work practice
  • How work metaphors and analogies build on your understanding of the structure of a familiar domain and gives insight into an unfamiliar domain
  • How existing parts, themes, and software genres are recombined to drive new design possibilities

Audience

Anyone with a role in product or systems design: researchers, ethnographers, user interface designers, usability experts, and engineers.

Presentation

Lecture, discussion, and exercises.
Sample Slides.

Origins

An updated version of the successful CHI 2002 tutorial.

Instructor

Karen Holtzblatt is the co-developer of the customer-centered process Contextual Design. She originated this approach to field data collection and pioneered its introduction into working product design and engineering teams. Karen co-authored "Contextual Design: Defining Customer-Centered Systems". She is the President and CEO of InContext Enterprises, an industry-leading design firm.


25 Promoting, Establishing and Institutionalizing Usability Engineering

Monday, Full-Day
7 April

Deborah J. Mayhew, Deborah J. Mayhew & Associates, USA

Benefits

Learn how to be a successful Usability Champion by applying strategies to:

  • Gain support to introduce usability engineering expertise into your organization
  • Design a usability engineering organization tailored to your company's organizational structure and corporate culture
  • Institutionalize usability engineering within your organization or any kind of software development organization

Features

Promoting Usability Engineering (UE)

  • The Usability Champion as Change Agent
  • Learning to speak the language of business organizations and engineers

Establishing UE

  • Writing the organizational plan and identifying organizational roles and structures
  • Overcoming common problems

Institutionalizing UE

  • Leveraging scarce resources and getting UE integrated into the development methodology
  • Focusing on a corporate-wide impact and staffing

Audience

Anyone who wants to be Usability Champion in a software development organization.

Presentation

Case studies, war stories, lecture and discussion.
Sample Slides.

Origins

A successful tutorial that was first presented at CHI 2002.

Instructor

Deborah J. Mayhew has over 25 years experience in software development organizations; 18 of them as a Usability Engineering consultant. She has authored two books and co-edited one book on usability and usability engineering. Dr. Mayhew has been teaching CHI tutorials since 1986.


26 A Cognitive Approach to Interactive System Design

Monday, Full-Day
7 April

Michael E. Atwood, Thomas T. Hewett, Drexel University, USA

Benefits

Learn how to successfully design and improve useful and useable interactive systems and answer the following questions:

  • What is cognitive task analysis? Why do I want it and how can I do it?
  • How do the users of the system think about their tasks and work they do?
  • How can I tell how useful and useable a system is now or how useful it can be?
  • How do I get started in designing a cognitively useful and useable system?
  • How can I determine what parts of a system should be changed and how to change them?
  • How can I communicate well with others on my design and development team?

Features

Designing useful and useable systems involves three iterative phases: (1) deciding what to do, (2) doing it, and (3) evaluating what was done. Participants will learn techniques for each phase and an appreciation of the science and art involved.

Audience

This tutorial is intended for anyone who is or who will be part of a team that designs and develops interactive systems to support complex human work or problem solving.

Presentation

Lecture, discussion, and group exercises.
Sample Slides.

Origins

An improved version of a successful CHI 2002 tutorial.

Instructors

Mike Atwood is Professor of Information Science and Technology at Drexel. Previously, he worked in industry (NYNEX, Bell Atlantic) as a manager of research and development groups.

Tom Hewett is Professor of Psychology and Computer Science at Drexel. He teaches courses on Cognitive Psychology, the Psychology of Human Computer Interaction.


27 High-Technology Innovation and Entrepreneurship: Principles and Pitfalls

Monday, Full-Day
7 April

Ron Baecker, University of Toronto, Canada

Benefits

You will learn basic principles of high-technology innovation, entrepreneurship, and intrapreneurship, better understand the problems and pitfalls, gain practice thinking about strategic issues, and hear first-hand from 3 HCI entrepreneurs about their experiences.

Features

  • Techniques for systematic innovation and entrepreneurship
  • Choosing an appropriate focus; defining realistic objectives
  • Recognizing and characterizing opportunity; getting timing right
  • Developing proprietary technology; turning it into products
  • Formalizing strategy as a business plan
  • Finishing the plan: marketing, sales, finance, management, leadership, partnership issues
  • Putting it all together: an HCI entrepreneur panel (Aaron Marcus, Aaron Marcus and Associates; James Landay, NetRaker; Dave Martin, SMART Technologies, Inc.) discuss and interpret their experiences.

Audience

HCI entrepreneurs and managers of start-up or high-growth technology companies; individuals planning entrepreneurial ventures.

Presentation

Lecture, discussion, case studies of real firms, exercises, interactions with guest entrepreneurs.

Origins

Versions have been taught since 1985 at the University of Toronto, and as a short course in Canada, USA, Argentina, and Chile.

Instructor

Ron Baecker is Bell University Laboratories Chair in HCI, Prof. of Computer Science and Management, and founder and Chief Scientist of the Knowledge Media Design Institute at U of T. He was also a founder and CEO of two firms - HCR Corp. (a successful UNIX contract R&D firm) and Expresto Software Corp. (a multimedia software products firm).


28 Multimedia Design for the Web

Monday, Full-Day
7 April

Alistair Sutcliffe, Leon Watts, UMIST, UK

Benefits

Learn design principals and guidelines for multimedia user interface design with the cognitive psychology that motivates users. Apply soundly based design methods that address user requirements and learn about mapping media to information content and integrating multimedia for effective understanding, dialogue design and scripting.

Features

  • Learn basic psychology required to understand web based multimedia interaction and design of motivating user interfaces.
  • Understand how to make design decisions based on psychological models
  • Learn a design method covering user requirements and information architecture, media selection and integration, together with guidelines for attractive and motivating web sites, navigation control and interaction design.
  • Gain knowledge of ISO 14915 standard and multimedia design practice

Audience

Designers of multimedia Web sites, also relevant to CDROM authors, visual UI designers, HCI researchers and educators. It is more suitable for beginners and presents a research-based approach to understanding multimedia interaction as well as practical design.

Presentation

Lectures, group storyboarding exercise, group discussion.

Origins

Previously presented at CHI 2000, CHI 2002, INTERACT and HCI International.

Instructors

Alistair Sutcliffe is Professor of Systems Engineering in Department of Computation, UMIST. He has over 15 years research experience in HCI, has authored over 150 publications including five books.

Leon Watts is a lecturer who researches in CSCW and multimodal communication.


29 Designing for Users with Special Needs

Monday, Full-Day
7 April

Alan Edwards, Consultant, USA
Alistair Edwards, University of York, UK
Elizabeth Mynatt, Georgia Institute of Technology, USA

Benefits

Instructors will present how the fields of HCI and assistive technology can work together to design technology to enable all users.

Features

  • Discuss how we are all disabled and how interfaces should be designed for all users
  • Survey five major types of impairments (mobility, vision, speech, hearing, and cognitive) and technology that addresses these impairments
  • Review US and European legislation
  • Discuss technology and review design guidelines for elderly individuals
  • Participate in a group design problem

Audience

UI designers, developers, managers, and researchers. No specific background is needed.

Presentation

Lecture, videos, live demonstrations, and group design exercises.
Sample Slides.

Origins

Previously presented at INTERCHI '93, CHI 94, CHI 95, CHI 2000 and CHI 2001.

Instructors

Alan Edwards is an HCI consultant and adjunct professor at Drexel University. Previously, he provided technology accommodation within Unisys.

Alistair Edwards is a senior lecturer at the University of York, England. He researches the use of multiple modalities of interaction for people with disabilities. He is the author of Speech Synthesis: Technology for Disabled People and editor of Extra-Ordinary Human-Computer Interaction.

Elizabeth Mynatt is an Associate Professor at the Georgia Institute of Technology. She has developed GUIs for people who are blind and recently started the "Aging in Place" project.


30 Usability and Beyond! Understanding Usefulness, Usability & Use

Monday, Full-Day
7 April

Diane J. Schiano, Stanford University, USA
Bonnie A. Nardi, Agilent Labs, USA

Benefits

Gain understanding of user research design principles and learn a toolkit of practical and effective methods useful throughout product design and deployment, even with limited resources.

Features

Obtain a practical understanding of principles and procedures used to assess product usefulness, usability and use. Issues covered:

  • Does your product do anything anyone would want to do? Identify users and contexts of use.
  • If people want to do something with the product, can they? How easily?
  • Do patterns of everyday use suggest anything to inform iterative design?
  • How can we best study user experience, given time and resource constraints?

Audience

All those desiring to better understand usefulness, usability and use of HCI products: designers, developers, usability professionals, researchers, marketers, managers, students, educators.

Presentation

Lecture, exercises, discussions & User Research Design Clinic.

Origins

Derived from a highly rated Stanford course and a CSCW 2002 tutorial.

Instructors

Diane J. Schiano is a research psychologist currently at Stanford. Bonnie A. Nardi is an anthropologist at Agilent Labs. Both have studied HCI product usefulness, usability and use in a wide variety of domains, have published extensively, and are experienced in teaching.


31 Recommender Systems: Interfaces And Technology

Monday, Full-Day
7 April

Joseph A. Konstan, John Riedl, University of Minnesota, USA

Benefits

Recommender systems help users find the information, products, and other people they most want to find. This tutorial provides participants with a hands-on learning experience about using recommender system technologies. After completing this tutorial, participants will understand the variety of recommender applications and their interfaces.

Features

  • Survey of major commercial and non-commercial recommender system tools available to system designers.
  • Review more than twenty deployed recommender system applications, to understand both the technology and the interface design.
  • Learn eight principles of recommender application design, illustrated by examples of good and bad application designs.
  • Work in small groups to design a recommender interface, with direct feedback from the instructors.

Audience

This tutorial is for practitioners and researchers who design commerce, content, and community systems that could benefit from personalization. No specific recommender system experience is needed. Participants with some knowledge of recommender system will find the tutorial valuable for the breadth and depth of coverage.

Origins

This is an updated version of a tutorial that has been given at CSCW 1996, 2000 and 2002, ACM E-Commerce 2000, and AAAI-2002. It has been newly edited to focus on interface issues of interest to the CHI community.
Sample Slides.

Instructors

Joseph A. Konstan and John Riedl are associate professors at the University of Minnesota. They are co-founders of Net Perceptions, a leading vendor of recommender systems. They recently co-authored the book Word of Mouse: The Marketing Power of Collaborative Filtering about applications of recommender systems.


32 Extreme Programming, A Simulation

Joshua Kerievsky, Rob Mee, Industrial Logic, USA

This tutorial is cancelled.


33 Web-Site Usability: The Big Picture 2003

Monday, Evening
7 April

Jared M. Spool, Christine Perfetti, User Interface Engineering, USA

Benefits

We will discuss the big issues that go into making a usable Web site. Every year, the researchers at User Interface Engineering conduct ground-breaking research that changes the world of Web design. In this session, we'll delve deep into the latest research and findings.

Features

At press time, the research results are still being compiled. So we don't know exactly what we'll be reporting for latest findings. However, here's what we talked about at CHI 2002. You can bet this year will be even more fascinating:

  • New methods for tying the design of a Web site to the business results generated
  • How explicitly-biased test methods can highlight significant problems on the sites
  • New instruments for measuring how design affects brand engagement
  • A framework for designers to evaluate the appropriateness of using rich media tools, such as Macromedia
  • Flash (with lots of examples of Flash used to enhance experiences)
  • The latest research in site navigation, including analyses of on-site search engines and successful link navigation

Audience

Anyone who is interested in the latest thinking in how to make Web sites more usable.

Presentation

Lecture and live examples. (The speakers are very funny and entertaining.)

Origins

A completely updated version of the popular CHI 2002 tutorial.

Instructors

Jared Spool is the Founding Principal of User Interface Engineering, and author of Web Site Usability: A Designer's Guide. He is a top-rated CHI tutorial speaker. Christine Perfetti is an expert in the area of designing for the Scent of Information and co-author of Making the Best with Flash.


34 Avoiding "We Can't Change That!": Software Architecture & Usability

Monday, Evening
7 April

Bonnie E. John, Len Bass, Carnegie Mellon University, USA

Benefits

Learn how early software architecture design decisions facilitate or preclude the achievement of usability goals in a software system. Use tools that explicitly link software mechanisms to usability benefits so that usability concerns can be considered on an equal footing with attributes like performance, availability, and modifiability.

Features

  • 26 commonly occurring usability scenarios and their implications for software architecture design
  • Patterns of software architecture that facilitate usability & standard mechanisms that comprise these patterns
  • A matrix explicitly linking software mechanisms to usability benefits.

Audience

Everyone who works in interdisciplinary teams to design and develop software systems. No knowledge of software architecture will be assumed.

Presentation

Lecture presenting new material; group activities applying this material to specific design problems.

Origins

A popular tutorial first given at CHI2002.

Instructors

Bonnie John is an engineer and psychologist researching usability evaluation methods, and Director of Carnegie Mellon University's Masters Program in HCI. She consults for many industrial and government organizations.

Len Bass is an expert in software architecture & architecture design methods. Author of two textbooks on software architecture & UI development, Len consults on large-scale software projects in his role as Senior MTS on the Architecture Trade-off Analysis Initiative at the Software Engineering Institute.


35 How to Motivate & Persuade Users: Influence in Everyday HCI

Monday, Evening
6 April

B.J. Fogg, Stanford University, USA

Benefits

This tutorial takes you beyond usability into a new frontier: persuasive technology. It examines how computing products (from Web sites to mobile applications) can be designed to change what people think and do. You will learn how to improve products in your care by gracefully including elements of influence. Guided design sessions will teach techniques you can use in your everyday HCI work.

Features

  • See how persuasion is relevant to Web sites, desktop software, & mobile platforms
  • Understand how influence is used in Amazon, eBay, Quicken, & nytimes.com
  • Understand how designing for persuasion can make products better
  • See the 17 ways computers persuade
  • Learn techniques for designing persuasive interactions
  • See how persuasion plays a key role in e-learning
  • Get insight into the ethics of persuading via computers

Audience

People interested in motivating and persuading users.

Presentation

Explanations, examples, heuristics, small-group exercises, & case studies.

Origins

New for CHI 2003.

Instructor

B.J. is on the consulting faculty in Stanford's Dept. of Computer Science and School of Education. An experimental psychologist with industry HCI experience, B.J. directs the Stanford Persuasive Technology Lab. Since 1993 he has investigated how computers can persuade people. Recently Morgan Kaufmann published his book Persuasive Technology: Using Computers To Change What People Think and Do.

36 Working With and Analyzing Qualitative Data

Monday, Full-Day
6 April

David A. Siegel, Susan M. Dray, Dray & Associates, Inc.

Benefits

Many methods in User Centered Design, from exploratory usability studies to ethnography, generate huge amounts of narrative or visual data. This data can be overwhelming, and we can end up basing conclusions on a few anecdotes. This tutorial will teach you practical strategies to collect, manage, and analyze qualitative data, to help ensure that your findings are both valid and useful in design, and to help you avoid drowning in your data.

Features

In this tutorial, we will cover:

  • Characteristics of qualitative research that drive how we should handle the data
  • Proactive strategies to make sure qualitative research is useful for design
  • How to maintain scientific rigor when working with qualitative data
  • Ways to manage data collection to make it accessible and facilitate analysis
  • Techniques and software tools for exploring patterns across cases
  • Strategies for getting the results into the design

Audience

This is an intermediate to advanced tutorial, aimed at practitioners in user research, usability, user experience, or interface design. Previous experience with usability or ethnographic research will be useful. It is a useful follow-up to our tutorial Understanding Work in Context: Practical Observation Skills, but that is not a pre-requisite.

Presentation

Lecture, discussion, hands-on exercises, and demonstration. Two key features are 1) an introduction to and demonstration of Computer Assisted Qualitative Data Analysis Software, and 2) an early product design exercise.

Origins

This relatively new tutorial was originally developed in response to many requests from attendees at our tutorial on observational research. It has been given in previous venues, and refined based on that experience.

Instructor

David A. Siegel and Susan M. Dray are consultants who have done qualitative research of many types for a long list of clients, ranging from usability studies to international ethnographic research. They have also coached clients on data management and analysis approaches for conducting large scale qualitative research programs. They have published many articles on User Centered Design, and are co-editors of the Business Column of interactions magazine.

37 Visual Support for Conversations

Monday, Afternoon
7 April

Steve Harrison Dyxsis D/R Consulting
Sara Bly, Sara Bly Consulting

This tutorial has been cancelled.

 
 
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