For years the HCI community has struggled to integrate design in research and practice. While design has gained a strong foothold in practice, it has had much less impact on the HCI research community. In this paper we propose a new model for interaction design research within HCI. Following a research through design approach, designers produce novel integrations of HCI research in an attempt to make the right thing: a product that transforms the world from its current state to a preferred state. This model allows interaction designers to make research contributions based on their strength in addressing under-constrained problems. To formalize this model, we provide a set of four lenses for evaluating the research contribution and a set of three examples to illustrate the benefits of this type of research. Author Keywordsdesign, interaction design, interaction design research, HCI research, research through design, wicked problems, design theory, design method ACM Classification Keywords H5.2. User Interfaces: Theory and methods.
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The authors of this volume argue that design research needs more than mathematics: it needs many other vocabularies as well, including art, cultural studies, anthropology, cognitive psychology, and communication. This argument will not likely be news to readers of IEEE TRANSACTIONS ON PROFESSIONAL COMMUNICATION, or to attendees at International Professional Communication Conferences, or to university teachers of technical communication, or to those who work in documentation and user support. But the book is of great interest in its treatment of the evolution of design research from the lab to the field to the showroom. It is particularly well-written, with excellent case studies, and it includes a chapter on building academic research programs that incorporate these ideas. It would be a profitable read for graduate students, faculty, designers of documentation and educational environments, and engineers who sometimes need a shake-up in their philosophy of designing for others.
Artificial Intelligence (AI) plays an increasingly important role in improving HCI and user experience. Yet many challenges persist in designing and innovating valuable human-AI interactions. For example, AI systems can make unpredictable errors, and these errors damage UX and even lead to undesired societal impact. However, HCI routinely grapples with complex technologies and mitigates their unintended consequences. What makes AI different? What makes human-AI interaction appear particularly difficult to design? This paper investigates these questions. We synthesize prior research, our own design and research experience, and our observations when teaching human-AI interaction. We identify two sources of AI's distinctive design challenges: 1) uncertainty surrounding AI's capabilities, 2) AI's output complexity, spanning from simple to adaptive complex. We identify four levels of AI systems. On each level, designers encounter a different subset of the design challenges. We demonstrate how these findings reveal new insights for designers, researchers, and design tool makers in productively addressing the challenges of human-AI interaction going forward.
Abstract. Seeking to be sensitive to users, smart home researchers have focused on the concept of control. They attempt to allow users to gain control over their lives by framing the problem as one of end-user programming. But families are not users as we typically conceive them, and a large body of ethnographic research shows how their activities and routines do not map well to programming tasks. End-user programming ultimately provides control of devices. But families want more control of their lives. In this paper, we explore this disconnect. Using grounded contextual fieldwork with dual-income families, we describe the control that families want, and suggest seven design principles that will help end-user programming systems deliver that control.
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