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modern theories
in general
situated action
situated action
Food Practices as Situated Action: Exploring and
designing for everyday food practices with households
Context/ setting
Food purchasing, preparation and consumption. It involves multiple settings, such as homes, workplaces, mobile spaces, and sites for food
purchasing and consumption. Participants and collaborators, such as partners, children, extended family, and friends, are also taken into
account. A wide range of issues, such as food provisions and budget, personal preference and habit, scheduling and time management,
shopping list creation, access to food, self-efficacy, family demands etc. are explored.
Research problem
Many people are unable to effectively respond to challenges in their food environment to maintain diets considered to be in line with national
and international standards for healthy eating. Recognizing food practices as situated action helps to identify and design for practied local and
achievable solutions to such food problems. They also research what people consider as healthy diet.
Research questions
1. What are the food practices in households (fitting food, stocking up, food value transitions, having fun with others)?
2. How HCI might respond to these practices through issues of social fooding, the presence of others, conceptions about food practices and
food routines?
What were the methods and techniques used for data collection and analysis?
1. Interviews (audio-recorded, transcribed). Analysed using thematic analysis approach.
2. Shop-a-longs (audio-recorded, with observational notes). Participants did their shopping as they normally do, but were asked to talk about it
while doing.
What were the outcomes?
After the contextual inquiry, several patterns of situated food practices were outlined, ranging from implicit planning and fitting food to stocking
up on food, outsourcing and the social effects on food consumption. Some of these patterns suggested e.g. that people tend to pay more
attention to food when they're cooking with or to others, as well as that people are aware of the general principles of balanced eating, but usually
chose not to follow them for various reasons.
Any implications? Conclusions drawn?
Food practices are complex procedures and they're highly influenced by different factors - the daily/weekly/monthly timetables of households,
whether there are kids in the household or not, whether the subject is cooking for him-/herself or for another person etc. That gives lots of
possibilities to provide design solutions, which could help people tackle different food-related misconceptions. HCI should attend to food
practices - not only as a context for design, but also as a site for the understanding of everyday life.

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The document compares the principles of authentic e-learning and cultural-historical activity theory (CHAT). Authentic e-learning aims to design instruction that is engaging and allows students to solve problems like experts in real-world contexts. CHAT examines human activity and development through social and cultural interactions. Some principles of the two frameworks align around context, collaboration and mediation, but their characterizations differ. For example, authentic e-learning contexts are adaptive while CHAT views context as transformative. Empirical research is needed to further explore contradictions between the frameworks and correctly understand their intersection.

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competencedistant workqualitative research
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An invited keynote talk given at the Intelligent Tutoring Systems (ITS) conference in Honolulu, 2014. Begins with some fun observations about being an academic in Hawaii. Motivated both by my early work studying dyadic interaction with Belvedere and a theoretical view of the multi-dimensionality of distributed learning in socio-technical networks and consequent analytic challenges, outlines a framework called "Traces" that addresses these challenges. Most of the examples are of analysis of Tapped In, a successful online network of educational professionals from 1997-2013. Probably the most comprehensive overview of my research to date.

interaction analysisonline learningsocio-technical networks
ethnography and
ethnomethodology
ethnography and
ethnomethodology
Exploring the Use of the Human-Artifact Model for
Studying Ubiquitous Interactions
Context/ setting
5 estonian schools with advanced technology usage/from 2nd to 12th grade/ subjects observed during the visits were Estonian, Russian and
English languages, informatics, math, biology, history, society studies, and geography
Research problem
what to take into consideration when designing new digital artifacts for using alongside existing ones (both digital and physical), considering
long-term developmental changes in users, technology, interactions, and the overall context
Research questions
How a data collection and analysis procedure can be carried out with the use of Human-Artifact model?
What activities are taking place during the lesson? What artifacts are being used to support these activites? How are the artifacts being used to
support these activities?
What were the methods and techniques used for data collection and analysis?
ethnography; artifacts were analyzed with the help of Human-Artifact Model; examples of personas and techsonas were studied
What were the outcomes?
27 techsonas and 5 personas.Based on collected data were composed Structured techsona for teacher's computer, Personas( 2 teachers: a
younger and older teacher, 3 student personas to cover primary, secondary and high school). research provided insights into how applying
Human-Activity Model can highlight the different ways in which artifacts could work together as a whole, what are their specific roles, what
motive do they serve, how are they meant to be used, and what are their affordance.
Any implications? Conclusions drawn?
Using Human-Artifact model for structuring and analyzing data helped identify specific aspects related to artifact usage in the context of the
observed schools. The model facilitated a focus on underlying activities, which the artifacts are mediating.
Helped highlight the perspectives of different personas and the particular tensions they might face.
Information gained from the analysis can help the interaction designer become aware of what potential breakdowns can occur in artifact usage
and suggest potential ways for minimizing the impact of those issues on the overall user experience.
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and frameworks

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Abstract: We present ongoing research concerning to understand interaction context, its elements and factors emerging during HCI. This paper describes the components during HCI; we analyzed a case study an interactive exhibition in a museum where children are immersed on interaction context. Therefore, in this paper we studied the process of users’ interaction based on user-exhibition interactivity. It gives a general idea, in order to understand how immersed elements can change people’s way interaction negatively or positively.

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This document discusses John C Thomas's background and experience in human-computer interaction research and managing knowledge socialization efforts at IBM. It raises several critical issues regarding using interactive narrative to provide educational experiences that expand perspectives on different topics. These include balancing quantitative and qualitative reasoning, incorporating scenario-based thinking, and creating interactive experiences as compelling as linear narratives. The document proposes demonstrating techniques for gathering and analyzing stories and interactive scenario training at the workshop.

usabilitystoryhci
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Joe Corneli is a PhD student at the Knowledge Media Institute studying semantic adaptivity and social networking in personal learning environments. His research focuses on developing a unified methodology to map activity patterns in social contexts to better support the learning process. He plans to implement his ideas using tools like Etherpad for analyzing live social interactions, RDF for managing relationship data, and WordNet for clustering and annotating content to help simplify information and connect resources for learners. By the end of his PhD, he hopes to build a "PLE IDE" tool to offer personalized support for learners and developers.

CSCW & related theories
and frameworks
Using Social Psychology to Motivate Contributions to
Online Communities
Context/ setting
Online movie recommending community
Research problem
Under-contribution at online communities leads to providing low-quality service. The specific problem to be tackled with is the under-contribution
in an online community MovieLens
Research questions
The authors propose two questions: does reminding the users their uniqueness and benefit they provide increase contribution? does having
goals (both, individual and group related) increase contribution?
What were the methods and techniques used for data collection and analysis?
Data collection: sending motivating emails by mentioning user’s “uniqueness” or “benefit”. then tracking their activity ,during the week of the
email, by keeping logs of their ID, movie rated, scores given and time of rating.
Data analysis: descriptive analysis
What were the outcomes?
Initial hypotheses were proven to be true. (collective effort model) - reminding both individual and others benefit works and not these separately
Any implications? Conclusions drawn?
Mining social science theory to source of principles for design is a useful general strategy
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uclucddesign
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Context/ setting
Prototyping in Interaction design. Game development, gaming companies.
Research problem
Prototyping practice has been unaccounted for in empirical studies
Research questions
How do game designers work with prototypes and what roles do the prototypes play in activity of game design?
What were the methods and techniques used for data collection and analysis?
Empirical - Interviews (semi-structured), recorded, transcribed. Analytical - qualitative content analysis. Interpreted -
activity theory and Activity checklist.
What were the outcomes?
Prototypes are used as communication tools.
Any implications? Conclusions drawn?
Prototype in game design is an artefact used in the process of internalisation and externalisation (as communication
tool).
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Persona Cases: A Technique for Grounding Personas
Context/ setting
Personas are archetypes that represent the needs and goals of users and are thus used as the reference point in
different approaches of design.
Research problem
A personas legitimacy can be threatened by challenging its characteristics. If some aspects of a persona are refuted or
argued, the validity of a persona, used in design, can be called into question.
Research questions
How can qrounded theory be used to develop a theory from which personas are derived? How can one validate the
personas? How to overcome the semantic difference of creating personas (using grounded theory) and using them in
practice to elicit requirements in focus groups?
What were the methods and techniques used for data collection and analysis?
Grounded theory model is induced using data elicited from interviews or ethnographic research.
What were the outcomes?
Both personas were used to help elicit policy requirements.
Any implications? Conclusions drawn?
These findings suggest the re-use potential for other Grounded Theory models towards the design of personas.

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hybrid theories
Group assignment
Group work: phase I
Expert groups (3 people)
Read the assigned papers in your group.
Discuss and prepare yourselves to explain the theory
and case study. Focus on:
Context/ setting
Research problem
Research questions
What were the methods and techniques used for data
collection and analysis?
What were the outcomes?
Any implications? Conclusions drawn?
Template in shared folder!

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The document summarizes a presentation about effective strategies for economic and community development. It discusses how community change issues have become more complex over time as institutions have emerged to address them. Effective strategies are characterized by network structures, asset-based frameworks, iterative planning and implementation, inclusion of short-term goals, decentralized implementation, use of metrics to learn what works, high trust among participants, and readiness for change in the community. Ineffective strategies tend to have opposing characteristics.

Papers assigned to groups
Group 1 - Situated Action
Group 2 - CSCW
Group 3 - Activity Theory
Group 4 - Grounded Theory
Group 5 - Ethnography
Group work: phase II
3 mixed groups - consisting of 5 experts on
different theories
Explain the theory you focused on in the expert
groups to your new group members.
Each group will be assigned a research
challenge scenario.
Scenarios

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Scenario 1
In the digital age, the museum experience can be
enhanced using digital technologies and expanded
beyond the time and space of the visit. Instead of being
just passive viewers in the exhibition, visitors can be
engaged in creating and sharing digital artefacts and
stories as a result of augmented museum experience.
However with some exceptions, designing ICT solutions
for museums is currently a variety of black art. While
there are some extraordinary museum exhibits and
settings designed by skilled and creative people, the
results of the design processes related to the domain of
cultural heritage are far too often discouraging.
Scenario 2
Timeliner is an Internet based tool designed to support
collaborative scientific writing. The need for Timeliner
rises from daily challenges regarding collaborative
scientific writing processes. Challenges faced by our
selves but also elaborated upon by both our local
research community as well as by members of our
international research projects’ teams. The problem we
address by offering Timeliner is about supporting
collaborative scientific writing with minimal disruption of
concurrent practices and workflows.
Scenario 3
Human Computer Interaction as a body of knowledge
has been investigated successfully by academics for
decades and various findings have been discussed and
published in notable conferences and conference
proceedings and published in top journals. It is however
uncertain if these results, although delivered to the
software industry, are being implemented as most
designs, services and software still fall short of
considerations of HCI. This study aims to investigate
the constraints faced by the software industry in
implementing HCI approaches and values.
So, given the research challenge
assigned to your group…
What theoretical framework would you use to guide the
research?
How and Why?
You should mention the context, problem and
possible research questions; which methods and
techniques would you use for data collection and
analysis; expected outcomes

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The document discusses key concepts in new media design including design, interaction design, experience design, design strategy, development lifecycles, and methods/techniques. It describes design as a creative process that establishes qualities of objects and systems. Interaction design focuses on satisfying user needs and behaviors. Experience design addresses why people interact, what they can do, and how they act through objects. Design strategy determines visions and tactics for projects. Common lifecycles are the systematic SDLC and iterative Agile approach. Methods involve personas, scenarios, card sorting, and prototyping.

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Paper Prototyping
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The document discusses different types of prototyping used in interaction design. It describes explorative prototyping which is used to explore system requirements with users, experimental prototyping which assesses if a planned system will be adequate, and evolutionary prototyping where a design evolves through multiple generations. Prototypes can be horizontal, covering many features with little functionality, or vertical with fewer features but more fully described. Prototypes are used to get feedback, explore requirements, and ground discussions. The prototyping process involves following design patterns, creating prototypes for user stories, and iterating the prototypes and stories.

paper prototyping
By the end of the session give an overview of
the status of the group work i.e. results so far (3
min)
Write up the proposed solution and post it to
one of your blogs or share as a document in
the course folder (1 page, i.e. 350 words or
2500 char) by Monday (incl.).

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IFI7159 M4

  • 3. situated action Food Practices as Situated Action: Exploring and designing for everyday food practices with households
  • 4. Context/ setting Food purchasing, preparation and consumption. It involves multiple settings, such as homes, workplaces, mobile spaces, and sites for food purchasing and consumption. Participants and collaborators, such as partners, children, extended family, and friends, are also taken into account. A wide range of issues, such as food provisions and budget, personal preference and habit, scheduling and time management, shopping list creation, access to food, self-efficacy, family demands etc. are explored. Research problem Many people are unable to effectively respond to challenges in their food environment to maintain diets considered to be in line with national and international standards for healthy eating. Recognizing food practices as situated action helps to identify and design for practied local and achievable solutions to such food problems. They also research what people consider as healthy diet. Research questions 1. What are the food practices in households (fitting food, stocking up, food value transitions, having fun with others)? 2. How HCI might respond to these practices through issues of social fooding, the presence of others, conceptions about food practices and food routines? What were the methods and techniques used for data collection and analysis? 1. Interviews (audio-recorded, transcribed). Analysed using thematic analysis approach. 2. Shop-a-longs (audio-recorded, with observational notes). Participants did their shopping as they normally do, but were asked to talk about it while doing. What were the outcomes? After the contextual inquiry, several patterns of situated food practices were outlined, ranging from implicit planning and fitting food to stocking up on food, outsourcing and the social effects on food consumption. Some of these patterns suggested e.g. that people tend to pay more attention to food when they're cooking with or to others, as well as that people are aware of the general principles of balanced eating, but usually chose not to follow them for various reasons. Any implications? Conclusions drawn? Food practices are complex procedures and they're highly influenced by different factors - the daily/weekly/monthly timetables of households, whether there are kids in the household or not, whether the subject is cooking for him-/herself or for another person etc. That gives lots of possibilities to provide design solutions, which could help people tackle different food-related misconceptions. HCI should attend to food practices - not only as a context for design, but also as a site for the understanding of everyday life.
  • 6. ethnography and ethnomethodology Exploring the Use of the Human-Artifact Model for Studying Ubiquitous Interactions
  • 7. Context/ setting 5 estonian schools with advanced technology usage/from 2nd to 12th grade/ subjects observed during the visits were Estonian, Russian and English languages, informatics, math, biology, history, society studies, and geography Research problem what to take into consideration when designing new digital artifacts for using alongside existing ones (both digital and physical), considering long-term developmental changes in users, technology, interactions, and the overall context Research questions How a data collection and analysis procedure can be carried out with the use of Human-Artifact model? What activities are taking place during the lesson? What artifacts are being used to support these activites? How are the artifacts being used to support these activities? What were the methods and techniques used for data collection and analysis? ethnography; artifacts were analyzed with the help of Human-Artifact Model; examples of personas and techsonas were studied What were the outcomes? 27 techsonas and 5 personas.Based on collected data were composed Structured techsona for teacher's computer, Personas( 2 teachers: a younger and older teacher, 3 student personas to cover primary, secondary and high school). research provided insights into how applying Human-Activity Model can highlight the different ways in which artifacts could work together as a whole, what are their specific roles, what motive do they serve, how are they meant to be used, and what are their affordance. Any implications? Conclusions drawn? Using Human-Artifact model for structuring and analyzing data helped identify specific aspects related to artifact usage in the context of the observed schools. The model facilitated a focus on underlying activities, which the artifacts are mediating. Helped highlight the perspectives of different personas and the particular tensions they might face. Information gained from the analysis can help the interaction designer become aware of what potential breakdowns can occur in artifact usage and suggest potential ways for minimizing the impact of those issues on the overall user experience.
  • 8. CSCW & related theories and frameworks
  • 9. CSCW & related theories and frameworks Using Social Psychology to Motivate Contributions to Online Communities
  • 10. Context/ setting Online movie recommending community Research problem Under-contribution at online communities leads to providing low-quality service. The specific problem to be tackled with is the under-contribution in an online community MovieLens Research questions The authors propose two questions: does reminding the users their uniqueness and benefit they provide increase contribution? does having goals (both, individual and group related) increase contribution? What were the methods and techniques used for data collection and analysis? Data collection: sending motivating emails by mentioning user’s “uniqueness” or “benefit”. then tracking their activity ,during the week of the email, by keeping logs of their ID, movie rated, scores given and time of rating. Data analysis: descriptive analysis What were the outcomes? Initial hypotheses were proven to be true. (collective effort model) - reminding both individual and others benefit works and not these separately Any implications? Conclusions drawn? Mining social science theory to source of principles for design is a useful general strategy
  • 12. activity theory Prototyping in Game Design: Externalization and Internalization of Game Ideas
  • 13. Context/ setting Prototyping in Interaction design. Game development, gaming companies. Research problem Prototyping practice has been unaccounted for in empirical studies Research questions How do game designers work with prototypes and what roles do the prototypes play in activity of game design? What were the methods and techniques used for data collection and analysis? Empirical - Interviews (semi-structured), recorded, transcribed. Analytical - qualitative content analysis. Interpreted - activity theory and Activity checklist. What were the outcomes? Prototypes are used as communication tools. Any implications? Conclusions drawn? Prototype in game design is an artefact used in the process of internalisation and externalisation (as communication tool).
  • 15. grounded theory Persona Cases: A Technique for Grounding Personas
  • 16. Context/ setting Personas are archetypes that represent the needs and goals of users and are thus used as the reference point in different approaches of design. Research problem A personas legitimacy can be threatened by challenging its characteristics. If some aspects of a persona are refuted or argued, the validity of a persona, used in design, can be called into question. Research questions How can qrounded theory be used to develop a theory from which personas are derived? How can one validate the personas? How to overcome the semantic difference of creating personas (using grounded theory) and using them in practice to elicit requirements in focus groups? What were the methods and techniques used for data collection and analysis? Grounded theory model is induced using data elicited from interviews or ethnographic research. What were the outcomes? Both personas were used to help elicit policy requirements. Any implications? Conclusions drawn? These findings suggest the re-use potential for other Grounded Theory models towards the design of personas.
  • 19. Group work: phase I Expert groups (3 people)
  • 20. Read the assigned papers in your group. Discuss and prepare yourselves to explain the theory and case study. Focus on: Context/ setting Research problem Research questions What were the methods and techniques used for data collection and analysis? What were the outcomes? Any implications? Conclusions drawn? Template in shared folder!
  • 21. Papers assigned to groups Group 1 - Situated Action Group 2 - CSCW Group 3 - Activity Theory Group 4 - Grounded Theory Group 5 - Ethnography
  • 22. Group work: phase II 3 mixed groups - consisting of 5 experts on different theories
  • 23. Explain the theory you focused on in the expert groups to your new group members. Each group will be assigned a research challenge scenario.
  • 25. Scenario 1 In the digital age, the museum experience can be enhanced using digital technologies and expanded beyond the time and space of the visit. Instead of being just passive viewers in the exhibition, visitors can be engaged in creating and sharing digital artefacts and stories as a result of augmented museum experience. However with some exceptions, designing ICT solutions for museums is currently a variety of black art. While there are some extraordinary museum exhibits and settings designed by skilled and creative people, the results of the design processes related to the domain of cultural heritage are far too often discouraging.
  • 26. Scenario 2 Timeliner is an Internet based tool designed to support collaborative scientific writing. The need for Timeliner rises from daily challenges regarding collaborative scientific writing processes. Challenges faced by our selves but also elaborated upon by both our local research community as well as by members of our international research projects’ teams. The problem we address by offering Timeliner is about supporting collaborative scientific writing with minimal disruption of concurrent practices and workflows.
  • 27. Scenario 3 Human Computer Interaction as a body of knowledge has been investigated successfully by academics for decades and various findings have been discussed and published in notable conferences and conference proceedings and published in top journals. It is however uncertain if these results, although delivered to the software industry, are being implemented as most designs, services and software still fall short of considerations of HCI. This study aims to investigate the constraints faced by the software industry in implementing HCI approaches and values.
  • 28. So, given the research challenge assigned to your group… What theoretical framework would you use to guide the research? How and Why? You should mention the context, problem and possible research questions; which methods and techniques would you use for data collection and analysis; expected outcomes
  • 29. By the end of the session give an overview of the status of the group work i.e. results so far (3 min) Write up the proposed solution and post it to one of your blogs or share as a document in the course folder (1 page, i.e. 350 words or 2500 char) by Monday (incl.).

Notes de l'éditeur

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