The HCI research book, whose ideas are promoted by this site, is entitled ‘Approaches and Frameworks for HCI Research’. The author is John Long. The publisher is Cambridge University Press (CUP). The link to the latter’s website for the book is – www.cambridge.org/9781108719070.
1. Introduction
This research textbook, designed for young Human-Computer Interaction (HCI) researchers beginning their careers, surveys the research models and methods in use today and offers a general framework to bring together the disparate concepts.
Read More.....HCI spans many disciplines and professions, including information science, applied psychology, computer science, informatics, software engineering and social science making it difficult for newcomers to get a good overview of the field and the available approaches.
The book’s rigorous ‘approach-and-framework’ response is to the challenge of retaining growth and diversification in HCI research by building up a general framework from approaches for Innovation, Art, Craft, Applied, Science and Engineering.
This general framework is compared with other HCI frameworks and theories for completeness and coherence, all within a historical perspective of dissemination success. Readers can use this as a model to design and assess their own research frameworks and theories against those reported in the literature.
2. Author
John Long is Emeritus Professor of Cognitive Engineering at University College London, where he was previously Professor of Cognitive Ergonomics and Director of the Ergonomics and HCI Unit.
Read More.....He has served as manager at Shell Oil International in Africa and Vietnam and as senior scientist at the Medical Research Council Applied Psychology Unit (MRC/APU), Cambridge. His research includes three co-authored books, more than 200 publications, and numerous presentations, grants and consultancies.
He has received the Ergonomics Society (ES) Sir Frederick Bartlett medal, the International Ergonomics Association (IEA) Outstanding Educator’s Award, and recently received the Athena Swan Award, being identified as a hero of Computer Science by the University of York.
An avid cyclist, he has completed the Tour de France, Giro d’Italia and other major cycling tour routes elsewhere in Europe, Australia and Asia. He is also an expressive abstractionist painter. His ‘Framed Approaches’ from 1989 serves as the cover for this book. He is an unreconstructed existentialist.
3. Endorsements
By Philip Barnard, Abigail Sellen and Matthias Rauterberg
Read More.....‘In a dynamic field such as HCI / user experience studies, there is seldom time to stop and think about the wider research enterprise. John Long’s book will be an invaluable resource and stimulus to encourage researchers to think more deeply about what they are doing and how they are doing it.’
Philip Barnard, Honorary Member, MRC Cognition and Brain Sciences Unit, Cambridge University
‘Written by one of the founders of British HCI, this book is a call to action for a more rigorous, unified and cumulative discipline. In doing this, John Long equips the next generation of HCI researchers with the conceptual tools they will need to ensure the future of the field is in good hands.’
Abigail Sellen, Microsoft Research
‘This insightful book presents a General Framework to discuss and assess specific HCI research frameworks. This unavoidable debate is necessary to enable the HCI research community to progress and develop into a mature discipline. This fundamental book is written in a very concise and fair manner. I strongly recommend reading this book and learning from one of the best.’
Matthias Rauterberg, Eindhoven University of Technology
4. List of Chapters
Preface
1. Approaches and Frameworks for HCI Research
2. Approaches to HCI Research
3. Frameworks for HCI Research
4. Innovation Approach and Framework for HCI Research
5. Art Approach and Framework for HCI Research
6. Craft Approach and Framework for HCI Research
7. Applied Approach and Framework for HCI Research
8. Science Approach and Framework for HCI Research
9. Engineering Approach and Framework for HCI Research
10. General Approach and General Framework for HCI Research
11. Validating General Approach and General Framework for HCI Research
12. Assessing General Framework against Other HCI Frameworks
13. Assessing General Framework against HCI Theories
14. Methodological Component for General Framework
15. Case-studies for General Framework
16. Approaches and Frameworks for HCI Research – Lessons Learned and Lessons Remaining.
5. Table of Contents
Contents by Chapter and Section
Chapter 1. Approaches and Frameworks for HCI Research
Preface
Chapter 1. 1.1 Why HCI? – 1.2 State of HCI – 1.3 State of HCI Research – 1.4 Challenges for HCI Research – 1.5 Aims of Research Textbook – 1.6 HCI Research Approaches and Frameworks – 1.7 Research Practice Assignment – 1.8 Chapter Endnotes
Read More.....Chapter 2. Approaches to HCI Research
2.1 Approach
2.2 Approaches to HCI Research
2.3 Current Approaches to HCI Research
2.4 Research Practice Assignment
2.5 Chapter Endnotes
Chapter 3. Frameworks for HCI Research
3.1 Framework
3.2 Framework for HCI
3.3 Framework for a Discipline
3.4 Core Framework for a Discipline of HCI including HCI Research
3.5 Lower-Level Framework for a Discipline of HCI including HCI Research
3.6 HCI Discipline and HCI Research Illustration
3.7 Research Practice Assignment
3.8 Chapter Endnotes
Chapter 4. Innovation Approach and Framework for HCI Research
4.1 Innovation Approach to HCI Research
4.2 Example of an Innovation Approach to HCI Research
4.3 Innovation Framework for HCI Research
4.3.1 Core Framework for HCI including HCI Research
4.3.2 Specific Innovation Framework for HCI Research
4.3.3 Innovation Design Research Exemplar
4.3.4 Lower-Level Innovation Framework
4.3.4.1 Innovation Application
4.3.4.2 Innovation Interactive System
4.3.4.3 Innovation Interactive System Performance.
4.3.5 Example Application of an Innovation Framework to an Innovation Approach to HCI Research
4.4 Research Practice Assignment
4.4.1 General
4.4.2 Research Design Scenarios
Chapter 5. Art Approach and Framework for HCI Research
5.1 Art Approach to HCI Research
5.2 Example of an Art Approach to HCI Research
5.3 Art Framework for HCI Research
5.3.1 Core Framework for HCI including HCI Research
5.3.2 Specific Art Framework for HCI Research
5.3.3 Art Design Research Exemplar
5.3.4 Lower-Level Art Framework
5.3.4.1 Art Application
5.3.4.2 Art Interactive System
5.3.4.3 Art Interactive System Performance.
5.3.5 Example Application of an Art Framework to an Art Approach to HCI Research
5.4 Research Practice Assignment
5.4.1 General
5.4.2 Research Design Scenarios
Chapter 6. Craft Approach and Framework for HCI Research
6.1 Craft Approach to HCI Research
6.2 Example of a Craft Approach to HCI Research
6.3 Craft Framework for HCI Research
6.3.1 Core Framework for HCI including HCI Research
6.3.2 Specific Craft Framework for HCI Research
6.3.3 Craft Design Research Exemplar
6.3.4 Lower-Level Craft Framework
6.3.4.1 Craft Application
6.3.4.2 Craft Interactive System
6.3.4.3 Craft Interactive System Performance.
6.3.5 Example Application of a Craft Framework to a Craft Approach to HCI Research
6.4 Research Practice Assignment
6.4.1 General
6.4.2 Research Design Scenarios
Chapter 7. Applied Approach and Framework for HCI Research
7.1 Applied Approach to HCI Research
7.2 Example of an Applied Approach to HCI Research
7.3 Applied Framework for HCI Research
7.3.1 Core Framework for HCI including HCI Research
7.3.2 Specific Applied Framework for HCI Research
7.3.3 Applied Framework Design Research Exemplar
7.3.4 Lower-Level Applied Framework
7.3.4.1 Applied Application
7.3.4.2 Applied Interactive System
7.3.4.3 Applied Interactive System Performance.
7.3.5 Example Application of an Applied Framework to an Applied Approach to HCI Research
7.4 Research Practice Assignment
7.4.1 General
7.4.2 Research Design Scenarios
Chapter 8. Science Approach and Framework for HCI Research
8.1 Science Approach to HCI Research
8.2 Example of a Science Approach to HCI Research
8.3 Science Framework for HCI Research
8.3.1 Core Framework for HCI including HCI Research
8.3.2 Specific Science Framework for HCI Research
8.3.3 Science Framework Design Research Exemplar
8.3.4 Lower-Level Science Framework
8.3.4.1 Science Application
8.3.4.2 Science Interactive System
8.3.4.3 Science Interactive System Performance.
8.3.5 Example Application of a Science Framework to a Science Approach to HCI Research
8.4 Research Practice Assignment
8.4.1 General
8.4.2 Research Design Scenarios
Chapter 9. Engineering Approach and Framework for HCI Research
9.1 Engineering Approach to HCI Research
9.2 Example of an Engineering Approach to HCI Research
9.3 Engineering Framework for HCI Research
9.3.1 Core Framework for HCI including HCI Research
9.3.2 Specific Engineering Framework for HCI Research
9.3.3 Engineering Framework Design Research Exemplar
9.3.4 Lower-Level Engineering Framework
9.3.4.1 Engineering Application
9.3.4.2 Engineering Interactive System
9.3.4.3 Engineering Interactive System Performance.
9.3.5 Example Application of an Engineering Framework to an Engineering Approach to HCI Research
9.4 Research Practice Assignment
9.4.1 General
9.4.2 Research Design Scenarios
Chapter 10. General Approach and General Framework for HCI Research
10.1 General Approach to HCI Research
10.2 General Framework for HCI Research
10.2.1 Core Framework for HCI including HCI Research
10.2.2 General Framework for HCI Research
10.2.3 General Framework Design Research Exemplar for HCI Research
10.2.4 Lower-Level General Framework for HCI Research
10.2.4.1 Application
10.2.4.2 Interactive System
10.2.4.3 Interactive System Performance.
10.3 Generic Framework Critiques
10.4 Research Practice Assignment
10.4.1 General
10.4.2 Research Design Scenario
10.5 Chapter Endnotes
Chapter 11. Validating General Approach and General Framework for HCI Research
11.1 Validation
11.2 Validation of HCI Knowledge Acquired by HCI Research
11.3 Validation of HCI Knowledge Acquired by HCI Research Approaches
11.4 Validation of HCI Knowledge Supported by General Framework for HCI Research
11.5 Research Practice Assignment
11.5.1 General
11.5.2 Research Design Scenarios
11.6 Chapter Endnotes
Chapter 12. Assessing General Framework against Other HCI Frameworks
12.1 General
12.2 General Framework Assessment
12.3 Assessment of General Framework for HCI Research against other Frameworks
12.3.1 Morton, Barnard, Hammond and Long (1979) Interacting with the Computer: a Framework.
12.3.2 Card, Moran and Newell (1983) The Psychology of Human-Computer Interaction.
12.3.3 Shneiderman (1983) Direct Manipulation: a Step beyond Programming Languages.
12.3.4 Long (1987) Cognitive Ergonomics and Human-Computer Interaction
12.3.5 Long and Dowell (1989) Conceptions for the Discipline of HCI: Craft, Applied Science, and Engineering.
Dowell and Long (1989) Towards a Conception for an Engineering Discipline of Human Factors.
12.3.6 Barnard (1991) Bridging between Basic Theories and the Artefacts of Human-Computer Interaction.
12.3.7 Kuutti (1996) Activity Theory as a Potential Framework for Human-Computer Interaction Research.
12.3.8 Olson and Olson (2000) Distance Matters.
12.3.9 Rauterberg (2006) HCI as an Engineering Discipline: To Be or not To Be?
12.3.10 Carroll, Kellogg and Rosson (1991) The Task-Artefact Cycle.
Carroll (2010) Conceptualising a Possible Discipline of Human-Computer Interaction.
12.4 Dissemination of HCI Frameworks for Research
12.4.1 Dissemination General
12.4.2 Dissemination of HCI Frameworks for Research
12.4.3 Dissemination Success
12.4.4 Factors Contributing to the Dissemination Success of Individual HCI Frameworks for Research
12.4.4.1 Well-Disseminated HCI Frameworks for Research
12.4.4.2 Less Well-Disseminated HCI Frameworks for Research
12.4.5 Dissemination Success and the General Framework
12.5 Summary and Conclusions
12.6 Research Practice Assignment
12.6.1 General
12.6.2 Research Design Scenarios
12.7 Chapter Endnotes
Chapter 13. Assessing General Framework against HCI Theories
13.1 General
13.2 General Framework Assessment
13.3 Assessment of General Framework for HCI Research against HCI Theories
13.3.1 Extended Cognitive Theories
13.3.1.1 External Cognition Theory
13.3.1.2 Distributed Cognition Theory
13.3.1.3 Ecological Cognition Theory
13.3.2 Social Theories
13.3.2.1 Situated Action Theory
13.3.2.2 CSCW Theory
13.3.3 Miscellaneous Theories
13.3.3.1 Ethnography Theory
13.3.3.2 Grounded Theory
13.3.3.3 Design Theory
13.3.3.4 Human Values Theory
13.3.3.5 Technology as Experience Theory
13.3.3.6 Critical Theory
13.3.3.7 In-the-Wild Theory
13.4 Summary and Conclusions
13.5 Research Practice Assignment
13.5.1 General
13.5.2 Research Design Scenarios
13.6 Chapter Endnotes
Chapter 14. Methodological Component for General Framework
14.1 Methodological Framework Requirement
14.2 Meeting Methodological Framework Requirement
14.2.1 User-Centred Design Methods
14.2.2 Structured Analysis and Design Methods
14.2.3 Research Structured Analysis and Design Methods
14.3 Research Practice Assignment
14.3.1 General
14.3.2 Research Design Scenarios
14.4 Chapter Endnotes
Chapter 15. Case-studies for General Framework
15.1 Case-study Requirement
15.2 Meeting Case-study Requirement
15.2.1 Acquisition Case-studies
15.2.1.1 Framework Acquisition Case-studies
15.2.1.2 Knowledge Acquisition Case-studies
15.2.2 Validation Case-studies
15.2.2.1 Framework Validation Case-studies
15.2.2.2 Knowledge Validation Case-studies
15.3 Research Practice Assignment
15.3.1 General
15.3.2 Research Design Scenario
15.4 Chapter Endnotes
Chapter 16. Approaches and Frameworks for HCI Research – Lessons Learned and Remaining
16.1 Lessons Learned and Lessons Remaining
16.2 Approaches and Frameworks for HCI Research
16.3 Approaches to HCI Research
16.4 Frameworks for HCI Research
16.5 Specific Frameworks for HCI Research
16.6 General Approach and General Framework for HCI Research
16.7 Validating General Approach and General Framework for HCI Research
16.8 Assessing General Framework against Other HCI Frameworks
16.9 Assessing General Framework against HCI Theories
16.10 Methodological Component for General Framework
16.11 Case-studies for General Framework
16.12 Conclusion
16.13 Research Practice Assignment
16.14 Chapter Endnotes
7. Chapter Excerpt
Chapter 1. Approaches and Frameworks for HCI Research
Summary
The chapter introduces Human-Computer Interaction (HCI) and HCI research and describes their current states. Challenges to HCI research are identified and the aims of the book presented. The concepts of approach and framework are outlined, together with their relations. The chapter sets the scene for the following two chapters, which address respectively approaches and frameworks separately and in greater depth.
Read More.....1.1 Why HCI?
HCI, as a description of the field of human-computer interaction, is more established and general than alternative descriptors. For this reason, it is retained here. HCI continues to be in a permanent state of change. As a result, no description of the field is excluded. HCI is interpreted inclusively and is considered to comprise – ease of use/usability, applied psychology, engineering, human-centred design, cognitive engineering, interaction design, user experience (UX) design, technocratic art, graphic design, digital interaction, along with others. [1]
Given the growth and diversity of new computing technology, however, HCI is understood as human-computing technology interaction, rather than just human-computer interaction. The latter term is more associated with personal computing. The term HCI, however, has been retained, as having greater currency in the HCI research literature at this time. This is in contrast to others, such as UX design and digital interaction design, morefavoured by the practitioner community.
1.2 State of HCI
Since its inception in the late ’70s, HCI has grown and diversified extensively and continues to do so. This growth and diversification constitutes a challenge for HCI research. A roughly historical perspective suggests the following development of human, interaction and computing technology scopes. The human scope has increased to include – more abilities, ages, social classes, communities, societies and cross national communication groups. The interaction scope has increased to include – keying, pointing/clicking, drawing, speaking, touching, gesturing, smelling, electro-mediated communicating, tasting, whole body moving and electrode-conducted thinking. The computing technology scope has increased to include – portability, distributed social media communicability, artificial intelligence, autonomous devices, implantability, inter-connectivity, robots, wearability, mobile and ubiquitous digital technology. Together they constitute the increase in the scope and diversification of HCI and the challenge for HCI research. [2]
1.3 State of HCI Research
It is assumed here, that HCI research of whatever kind acquires and validates HCI knowledge as designknowledge. Or at least as knowledge, associated with, derived from or potentially applicable to design. Different assumptions would require different proposals to those made here. Some alternative and additional assumptions, however, are reflected in the differences between the specific frameworks proposed (see 4-9.3). However, while retaining these differences, the specific frameworks are all based on a common core framework. In this way, the general overall assumption is made compatible with different underlying assumptions. This compatibility is essential for researchers to build on and to validate each other’s work. Such compatibility is almost entirely absent from current HCI research. It has been absent historically from its beginning. This is the case both for its frameworks (see 12.3) and for its theories (see 13.3).
HCI research has responded to the increase in the scope and diversification of HCI with growth and diversification of its own. Following the HCI literature, the latter can be considered to take two forms – fields and theories. This increase in growth and diversification of HCI research constitutes an on-going challenge.
First, is the growth and diversification of the fields of HCI. For example, Rogers (2012) distinguishes – 7 academic disciplines, 5 design practices and 7 interdisciplinary overlapping fields. This constitutes 19 fields of HCI in all.
Second, is the growth and diversification of types of HCI theory. For example, Rogers (2012) distinguishes – 3 classical, 9 modern and 5 contemporary types of theory. This constitutes 17 types of HCI theory in all. [3]
1.4 Challenges for HCI Research
The growth and diversification of HCI research has led, in the absence of consensus among researchers about both, to two outcomes. First, to a failure to build on and to validate each other’s work. Second, to a fragmentation of both HCI fields and theories. The challenge for HCI research, then, is to address the growth and diversification of HCI and of the associated research, while decreasing the fragmentation of fields and theories. The latter requires researchers to build on and to validate each other’s work and so to increase consensus. The result would be to increase HCI discipline progress.
A number of authors, while celebrating the growth and diversification of HCI and its community, have analysed and documented the lack of HCI discipline progress (Long and Dowell, 1989; Newman, 1994; Rogers, 2012). For example, Newman claims that only 30 percent of HCI research reports enhancements in modelling techniques, solutions, and design tools. This is against 90 percent for the discipline of engineering more generally. The remainder of HCI research describes radical solutions, not derived from incremental solutions of the same problem. Also included are experience and/or heuristics, gained from studies of radical solutions. Radical solutions and experience and/or heuristics characterise the ‘design-an-application-for-a-good-user-experience’ line of HCI design practice research, identified earlier. Analysis of more recent research, reported in the literature or presented at conferences, such as CHI (Computer-Human Interaction), indicate the situation as being unchanged, since Newman’s findings. If anything, the percentage of radical solutions and experience and/or heuristics continues to increase (Dix, 2010; Long, 2010).
1.5 Aims of Research Textbook
The aim of the research textbook is to propose a way of meeting the challenge to HCI research, outlined in theprevious section. The proposal consists of identifying and grouping common approaches to HCI research, reported in the literature. On the basis of an existing HCI conception, a core framework for HCI, including HCI research, is proposed. The latter is particularised to create a specific framework for HCI research for each approach identified. The specific frameworks are then generalised to create a General Framework for HCI research. The latter is assessed against other HCI frameworks and HCI theories.
The book illustrates and then shows researchers in some detail how their own approaches may be identified andnew approaches created. The application of the frameworks to the approaches is intended to support the explicit specification of both. This application, in turn, better supports researchers building on and validating each other’s work. The aim is to increase discipline progress, as required by Newman (1995) – see earlier. Progress here includes the acquisition of HCI discipline knowledge and the practices, which it supports. Also included is the validation of both by research. Following Kuhn (1970), discipline progress is to be contrasted with community progress. The latter refers to the cultural/social activities of the researchers, such as attending workshops and conferences, informal communications and the formation of interest groups in the manner of the CHI and other conferences.
1.6 HCI Research Approaches and Frameworks
Here, approaches and frameworks are defined as having the same scope – that of HCI research. However,frameworks are more rigorously specified. They are more complete, coherent and fit-for-purpose with respect to HCI research, than approaches. Included here are HCI research approaches, classified as – innovation, art, craft, applied, science and engineering. Each type of approach has an associated HCI research framework (see 4-9.3). Other types of HCI approach and framework could be created as required. The creation would follow the same process proposed here, as supported by the textbook’s research practice assignments, presented at the end of each chapter (see 15.3).
The frameworks, to be applied to the approaches, have a common basis in a conception for HCI, originally proposed respectively for the HCI discipline (Long and Dowell, 1989) and for the HCI design problem (Dowell and Long, 1989). Detailed reference to, and the importance of the relations between, this conception and the General Framework, proposed here are made throughout the book.
Conclusion
The chapter introduces HCI and HCI research in general. It describes both their current states and challenges, asthey relate to the textbook and its aims. The concepts of approach and framework are outlined, together with their relations. The outline provides the necessary basis for the separate and respective address of approaches and frameworks in the following two chapters.
1.7 Research Practice Assignment
– Describe in writing the state of your research in terms of the state of HCI research, as presented in 1.3. If you have no research of your own at this time, select a suitable publication from the HCI literature.
– List the challenges to your (or other’s) research. How do they compare with the challenges, presented in 1.4?
– Evaluate how well your (or other’s) research meets your research challenges and those presented in 1.4?
– Identify what changes to your (or other’s) research might better meet your research challenges.
-Do you think the concept of challenge is useful in this assignment? If so, give your reasons. If not, suggest andjustify an alternative concept motivating your (or other’s) research.
Hints and Tips
Difficult to get started?
– Try reading the chapter again, while at the same time thinking about how to describe your own research. Note similarities and differences between the two lines of thought, as you go along.
– Describe your research in its own terms, before attempting to apply those of 1.3.
Difficult to complete?
– Familiarise yourself with the major challenges to HCI research, identified in the HCI research literature, before attempting to address those in 1.4.
– Consider pseudonyms of challenge, before considering its utility and suggesting alternatives.
Test [4]
– List the titles of 1.1 to 1.4 explicitly, for example, in writing. Complete the sections very briefly from memory and in your own words.
– Propose a new and improved set of titles for 1.1 to 1.4.
– Complete the new 1.1 to 1.4 in your own words.
– Read and reflect on the chapter endnotes (see 1.8). Express your agreement/disagreement with them.
– Suggest improvements to the chapter endnotes with which you disagree.
1.8 Chapter Endnotes [5] [1] Extended descriptions of these changes in information technology, constituting the growth and diversity of new computing technology, can be found in Harper, Rodden, Rogers and Sellen (2008). As stated, the chapter introduces HCI and HCI research in general. It describes their current states and challenges within a roughly historical perspective, as they relate to the textbook and its aims. Other general descriptors of the field include – cognitive ergonomics, software engineering and interface design. Other domain specific descriptors include – architectural informatics, medical applications, digital archives and library information technology. Cockton (2014) is a useful additional source for information on this point together with Rogers (2012).
[2] A more complete description of the scope and diversification of the state of HCI can be found in Harper et al. (2008) and Rogers, Sharp, and Preece (2011). [3] Following Rogers (2012), these 19 fields comprise – Academic Disciplines – ergonomics, psychology/cognitive science, design, informatics, engineering, computer science/ software engineering and social sciences.– Design Practices – graphic design, product design, artist design, industrial design and film industry.
– Interdisciplinary Overlapping Fields – ubiquitous computing, human factors, cognitive engineering, human-computer interaction, cognitive ergonomics, computer-supported co-operative work and information systems.
[4] The Test encourages researchers to commit the approaches and frameworks to memory. Such internalisation facilitates their subsequent application. [5] Endnotes are preferred to footnotes, so as not to distract researchers trying to apply an approach or aframework. Also, to understand a particular piece of text. Chapter endnotes are preferred to book endnotes. The former are quicker to consult for researchers seeking to apply the approaches and frameworks presented.8. References
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9. Index
academic discipline, 6, 10, 56, 67, 105, 126 air traffic management, 243, 245 anthrozoology, 89, 95 Apple, 24 Lisa, 24, 28 Macintosh, 24 applied application, 84 approach, 83, 86 case study, 90 core framework, 86, 90 design cycle, 88 design research cycle, 89 design research exemplar
Read More....., 83, 85, 89, 90 framework, 85 interactive system, 88 lower-level framework, 83, 85, 90, 91 one-to-many mapping, 86 performance, 94 specific framework, 83, 90 specific problem, 89 specific solution, 89 art application, 52 approach, 44, 46 core framework, 47 design cycle, 50 design research cycle, 48 design research exemplar, 48 framework, 47 interactive system, 52, 53 lower-level framework, 51 one-to-many mapping, 47 performance, 46, 55 specific framework, 47 specific problem, 48 specific solution, 48 arts, types of, 44 Artset, 48 avatar, 50, 52–55 bottom-up strategy, 9, 217, 232 brainstorming, 25, 216 breastfeeding, 65–66, 70–76, 166–167, 201, 224, 271 case studies, 239 acquisition/validation, 240 criteria, 239, 241 definition/complexity/observability, 240 framework acquisition, 240 framework validation, 240, 244 framework/knowledge, 240 general framework, 241, 242 knowledge acquisition, 242 knowledge validation, 243, 247 requirement, 239 types, 239 CHI (computer–human interaction), 3, 4, 28, 87, 106, 147 codified knowledge, 123, 143 coding – open/axial/selective, 217 conception, 3–4, 13, 16–17, 19, 157, 194, 242–243, 246, 248, 257 concepts, definitional, 47, 67, 86, 105, 126, 146 extended definitional, 47, 67, 86, 105, 126, 146 main, 47, 67, 86, 105, 126, 146 core framework, 145, 171, 209, 242 See also under applied, art, craft, engineering, innovation, science 278 discipline of HCI, 145 core HCI research Framework discipline, 146 general problem, 146 knowledge, 146 particular scope, 146 practices, 146 research, 146 craft application, 71 approach, 64, 65, 66 best practice, 64, 66 core framework, 67 design cycle, 69 design research cycle, 68 design research exemplar, 68 interactive system, 68, 70 lower-level framework, 71 one-to-many mapping, 67 performance, 68, 71, 74 specific framework, 66, 67, 70 criteria, 159 concept of conceptualisation, 158 concept of generalisation, 158 concept of operationalisation, 158 concept of test, 158 criteria of coherence, 159 criteria of completeness, 159 frameworks, 161 General Framework, 161 within-framework-between-knowledge, 162 CSCW (computer-supported cooperative work), 215–216, 221–222, 228 See also under HCI theories design for performance, 124 guidelines, 102, 123 models, 123 paradigm, 186 design practice, 229 case studies, 84 criteria, 65 experience, 66 methods, 70 process, 88 research cycle, 87 uptake, 84 incremental/radical solutions, 3 interactive system, 70, 148 user requirements, 65–66, 69–71, 88–89, 107–108, 148 satisfaction, 84 user-centred design, 65, 218 engagement, 65, 66 verification/validation, 125 design practices, 10 design principles, 123, 125, 246 digital paintings/theatricals, 44, 45 disciplinary matrix, 68, 87, 106 dog-tracking, 84, 89 dog-tracking technology, 84–85, 89–90, 95 economic systems, 68, 106 email, 33, 64, 65 EMCRS (Emergency Management Combined Response System), 19, 243 engineering application, 133 approach, 124 core framework, 68 design cycle, 108 design research cycle, 109 design research exemplar, 123 interactive system, 113 lower-level framework, 123 one-to-many mapping, 126 specific approach, 123 specific framework, 123, 126 specific problem, 126 specific solution, 126 errors, 94, 114, 123, 124, 177 e-shopping, 29–30, 33–35, 64–65, 123–124, 170 experience, 65, 124 expert advice, 65, 84, 90 FeedFinder mobile application, 65–66 General Framework, 16, 145, 147, 153, 169, 172, 208, 210, 218, 221, 228, 230, 239 assessment, 170, 209 case study, 147 classification, 169 coherence, 170 common, 146 completeness, 171 concepts, 183 Index 279 design research cycle, 147 design research exemplar, 146, 171 discipline, 146 dissemination, 169, 171 fitness for purpose, 170 for HCI research, 145, 148 formality, 170 general design research cycle, 148 general knowledge, 147 general practices, 147 general problem, 146 general research, 147 lower-level framework, 146, 150, 171 particular scope, 146 relations, 170 specific problem, 149 specific solution, 149 validation, 161, 221 GOMS (goals, operators, methods, selection rules), 175, 176, 188, 193, 205, 274 GUI (graphical user interface), 24, 29, 30, 32, 34, 35, 234 GUIDE (Graphical User Interface Design and Evaluation), 234 HCI (human–computer interaction), 1 challenge for, 4 community progress, 4 computing technology scope, 2 conception, 3–4, 13, 16–17, 19, 157, 180, 234–235, 242–246, 248 consensus, 3, 186–187, 199, 242 descriptors, 1, 6, 152, 156, 174, 176, 184, 198, 251 discipline progress, 3, 4 fields/theories, 2 fragmentation of, 3 growth/diversification, 2, 3–6, 268 human scope, 2 interaction scope, 2 state of, 2, 4 theories, 2, 3 See also under HCI theories HCI as applied psychology, 1 cognitive engineering, 1, 6, 12 cognitive ergonomics, 6, 12, 179 digital interaction, 1 ease of use/usability, 1, 124, 137–138, 232 engineering, 1, 6, 12, 48, 103, 123, 190, 232 graphic design, 1, 10, 12 human-centred design, 1 human–computing technology interaction, 1 interaction design, 1, 219 technical art, 1 user experience (UX) design, 1, 3, 17, 219, 232, 268 HCI community, 153, 218 HCI frameworks, 2, 9 Barnard (1991), 181 Card et al. (1983), 174 Carroll (2010), 189 Carroll et al. (1991), 188 Dowell and Long (1989), 196 Kuutti (1996), 183 Long (1987), 178 Long and Dowell (1989), 180 Morton et al. (1979), 172 Olson and Olson (2000), 185 Rauterberg (2006), 186 Shneiderman (1983), 176 HCI Core research framework discipline, 17 general problem, 17 illustration, 18 knowledge, 18 lower-level framework, 18 particular scope, 17 practices, 18 research, 17 HCI research frameworks applied, 10, 83–101 approach, 4, 8, 9, 10 art, 10, 44–63 challenge for, 2, 3, 4 compatibility/practicality/complexity, 10 core framework, 2, 3, 16, 17 craft, 10, 64–82 engineering, 10, 123–144 everyday language, 8 frameworks, 4, 13–22 General Framework, 4, 145–151 generification, 10, 199, 222 research planning, 6, 10, 12 specific framework, 2, 4, 16, 146 state of, 2, 4 technical language, 8 HCI theories, 9, 211–220 assessment, 209, 221 coherence, 14–15, 18, 154, 158–159, 170, 176, 178, 180, 184, 186, 187, 197–199, 208–211, 213, 217–218, 221–222, 233, 242, 248, 259–261, 266–267 computer-supported cooperative work, 215 critical, 219 design, 218 distributed cognition, 212 ecological cognition, 213 ethnography, 217 extended cognitive, 211 external cognition, 211 grounded theory, 217 human values, 218 in-the-wild, 220 miscellaneous, 217 situated action, 214 social, 214 technology as experience, 219 heuristics, 3, 18, 65, 68–69, 76, 84, 87–88, 90, 95, 101, 218 human performance, 35, 55, 74, 94, 114, 136, 152 icon-based interactions, 84, 103 indexical semiotics, 85, 89, 95 innovation application, 32, 33 approach, 23, 24, 26, 36 as novel, 37 case study, 28 core framework, 26 design research cycle, 28 design research exemplar, 28 framework, 26, 36 general problem, 27 interactive system, 33 lower-level framework, 31 one-to-many mapping, 27 particular scope, 27 performance, 35 smell technology, 29, 30, 37 specific framework, 26, 37 specific problem, 30 specific solution, 30 interdisciplinary overlapping fields, 3, 6, 10, 12, 45, 255–256, 269 internet banking, 64, 65, 87, 124, 188 interspecies semiotics, 84–85, 94–95 in-the-wild evaluation, 65, 66, 70 KLM (keystroke-level model), 175 lessons learned, 263–264 acquisition/conceptualisation, 259 approach, 255 approaches and frameworks, 255 case studies, 261 framework, 256 framework comparisons, 260 general approach and general framework, 258 specific framework, 257 substantive component, 261 theory comparisons, 260 lessons remaining, 264–267 approach, 256 approaches and frameworks, 255 case studies/validation, 262 framework, 256 general approach and general framework, 258 methodological component, 261 specific framework, 257 systematic assessments, 260 validation, 259 lower-level framework, 18, 21–23, 31–33, 51–53, 64, 71–72, 83, 90, 92, 110, 112, 123, 132–134, 145–146, 152, 154, 157, 171, 184, 196, 206–207, 219–220 application, 150 attribute states, 151 attributes, 151 objects, 151 performance, 152 methodological component, 227, 231 general model, 234 research structured analysis and design methods, 234 structured analysis and design methods, 232 user-centred design methods, 231 MHP (model human processor), 174–176, 193 mobile technologies, 2, 65–72, 74–76, 134, 166–167, 201, 224 multimedia, 44, 45 MUSE (Method for Usability Engineering), 233–235, 238, 247–248 MUSE/C (MUSE containers), 247–248 MUSE/R (MUSE for research), 235 novel technologies, 27 paradigm, 68, 87, 106 public health goals, 65, 75 Index 281 recall/recognition memory, 83–84, 92–93, 111–115 science academic discipline, 115 application, 111, 112 approach, 102, 103, 104, 115 core framework, 104, 105 deep theory, 103, 108, 115, 116 design cycle, 107 design research cycle, 106 design research exemplar, 102, 104, 106 engineering design tools, 103, 104, 115, 116 framework, 102, 104, 115 illustration, 108 interacting cognitive subsystems, 104 interactive system, 107, 109, 111 lower-level framework, 102, 104, 110, 112 one-to-many mapping, 105 performance, 111, 114 specific framework, 104, 105, 116 specific problem, 109 specific solution, 109 system of interactors, 103, 116 understanding, 103 validation, 116 scientific disciplines, 102 shared exemplars, 68, 87, 106 smell, 2, 25–26, 31, 33–37, 219 STUDIO (STructured User-interface Design for Interaction Optimisation), 233 task-artefact cycle, 15, 190, 191, 240 teleconferencing, 108, 112 TLM (task-level model), 175 TOPH (theory of the operator planning horizon), 243, 248 trial and error, 89, 96, 149 validation, 4, 10, 29–31, 48–51, 57–63, 70, 82, 89–90, 96, 103, 107–109, 122–125, 128, 131, 138, 144, 147–149 all-or-none, 160 approaches, 160 between-framework-within-knowledge, 162 case-studies, 161 video games, 56 Webster’s Dictionary, 8, 9 WHO (World Health Organization), 65 Wikipedia, 8, 9 Xerox, 24 Xerox Parc, 24
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