User Experience: A Complete HCI Conversation
Doing, teaching, learning
Ubiquitous Intelligent Media
User Experience: A Complete HCI Conversation
Philip Corriveau - Intel Corporation.
Lunes 8 de noviembre de 2010.
When you think of creating a product, what is the first thing that comes to mind? Well, depending on who you are, that framing can be totally different. For an engineer it is all about the technology, for a planner it is all about the roadmap, for marketing it is all about the sale, for validation it is all about reliable functionality, and for the social scientists it is all about whether the product will serve user needs and meet the expectations of the experience.
Within the general area of social science, again the framing can be different. Human Computer Interaction is more than designing interfaces based in software. HCI is also the ability to develop and standardize techniques for evaluating and comparing interfaces. It is also the development of predictive models that are built around the theories of interaction. In reality HCI is not one tool but a complex kit of tools that enables the creation of a fantastic user experience.
Broadening the HCI conversation to include Ethnography and Human Factors allows an even more compelling toolkit to create the user experience. Ethnography allows us to discover the unmet needs for our future products. Human Factors methods apply rigor to the development process to ensure we stay on target for a complete user experience.
When you lift the hood of user experience you find what can be a well oiled machine of social science components that can ultimately discover, define, develop and deploy something that is fascinating. Regardless of whether you are designing for a productive environment like the cockpit of a plane, the control machinery for a factory, or a consumer product like a 3D television, the experience should come first. What does the well-oiled machine look like when all the pillars of social science are included in the HCI conversation?
Combining the skills and results of all of the social science disciplines creates the pillars of a foundation upon which any product can be developed.
Today we look under the hood of user experience at Intel.
Philip Corriveau is a Principal Engineer at Intel and the Director of the User Experience Research Group. Philip received his Bachelors of Science Honors at Carleton University, Ottawa Canada in 1990. He immediately started his career at the Canadian Government Communications Research Center performing end-user subjective testing in support of the ATSC HD standard for North America. In January 2009 he was awarded a National Academy of Television Arts & Science, Technology & Engineering Emmy® Award for User Experience Research for the Standardization of the ATSC Digital System. Philip moved to Intel in 2001 to seed a research capability called the Media and Acoustics Perception Laboratory designed to address fundamental perceptual aspects of platform and product design. He now directs a team of human factors engineers conducting user experience research across Intel technologies, platforms and product lines. Philip is currently the Chair of Steering Team 5 for 3D@Home addressing Human Factors issues surrounding the development of 3D technologies for end-users. He founded and still participates in the Video Quality Experts Group, aimed a developing, testing and recommending for standardization objective video quality metrics.
Doing, teaching, learning.
Lidia Oshlyansky - Google
Martes 9 de noviembre de 2010.
Every few years we think about what we teach our students before they go out into industry to find jobs and every few years we discover that there are gaps in their knowledge. This is not a problem unique to HCI, but we are talking here about our field and our professions. More often then not we hear back from our students saying that they found a wonderful job but there was so much for them to learn on the job, so many skills to acquire and so many concepts to understand. What is it we are teaching, what is it our students are learning and what is it they are doing when they go to jobs in HCI? From methods to tools to concepts where are the gaps between what industry wants and needs from our graduates and what academia teaches them? And most importantly what can or should we do about these gaps?
Lidia started her professional career as a Social Worker and then moved into Computer Science, through programming to Human Computer Interaction. Her career in HCI has taken her through various roles and companies. She has worked for dot coms such as Orbitz.com and Cars.com, as a consultant in the financial sector, in an agency environment where clients included WWF.org, Royal Mail and the UK Department of Health. Most recently she has worked as a User Researcher for Nokia and now Google. Lidia completed her PhD in the UK where she has been working and living the last 7 years.
Ubiquitous Intelligent Media.
Bo Begole - PARC
Miércoles 10 de noviembre de 2010.
In many ways, Ubiquitous Computing is no longer a dream, but an all too ubiquitous reality where managing and controlling the multitude of information services, devices, and applications is becoming increasingly impossible.
Fortunately, the problems Ubicomp has raised also provide the seeds of solutions. The proliferation of devices, sensors and services provides multiple points of interaction that can be recorded and mined for patterns to predict current and future user needs. Future services will become even more perceptive as they are fed by additional sources of information such as medical devices, on-body biometric monitors, vehicle telematics, user interaction with devices and services, social network services, etc. All of these information sources can be tapped to identify the relationships between people, objects and information, creating a personal semantic network to retrieve information that is more pertinent and actionable.
In addition, sensors and cameras use increasingly sophisticated techniques of computer vision and perception to detect the state of the physical environment. Media applications can respond to the reactions of people seeing the media. Today’s “Responsive Media” systems are simplistic and in need of deeper research in human-to-human conversation to construct systems that respond more naturally.
We are only now beginning to understand the opportunities that a variety of such “intelligent” systems are creating. Human Computer Interaction researchers have the skills and insights needed to identify unaddressed problems that such systems can fill and to design proactive, semi-autonomous applications that act appropriately to the user’s situation and preferences.
Bo Begole is a Principal Scientist at Xerox's Palo Alto Research Center, the famed innovation center credited with inventing and commercializing many core information technologies including laser printing, Ethernet, Graphical User Interfaces, the laptop and more. He currently manages the Ubiquitous Computing Area at PARC, a computer science team that habitually collaborates with social scientists and others to create innovations that help people work together remotely, find information more rapidly with less effort, communicate more efficiently, and generally enhance our ability to engage in life across both physical and digital environments.
Bo holds several patents and has published dozens of papers in peer-reviewed venues. Currently, Bo serves as Technical Program co-Chair for the 2011 ACM conference on Human Factors in Computing Systems (CHI 2011). Prior service includes General co-Chair of the 2008 conference on Computer-Supported Cooperative Work (CSCW 2008), Papers co-Chair (CHI 2007) as well as serving on the program committees of several top-tier conferences.
Bo is a senior member of the ACM. He received a Ph.D. in Computer Science from Virginia Tech in 1998. Prior to his studies, he served in the US Army from 1981-92 as an Arabic language interpreter.