Programme - human.interaction.design.2010 - Tuesday 23 November, Area42, Brussels
| Time | Session | Details |
|---|---|---|
| 09.00-09.15 | Introduction | David Geerts and Hans De Mondt, Program Chairs human.interaction.design.2010 |
| 09:15-10:00 | Opening Keynote | Setting User Experience Targets to Improve Your Competitive Advantage by Virpi Roto (Researcher at University of Helsinki / former principle researcher at Nokia Research) |
| 10:00-10:30 | Coffee break | |
| 10.30-12.30 | Tutorials |
|
| 12.30-13.30 | Lunch break | |
| 13.30-15.00 | Session 1 |
|
| 15.00-15.30 | Coffee break | |
| 15.30-17.00 | Session 2 |
|
| 17.00-17.45 | Closing keynote | User Experience Research at Philips Research by Boris de Ruyter (Principle Scientist at Philips Research) |
| 17.45-18.00 | Conference wrap-up | David Geerts and Hans De Mondt |
Abstracts
Opening keynote
Setting User Experience Targets to Improve Your Competitive Advantage
by Virpi Roto (Researcher at University of Helsinki / former principle researcher at Nokia Research)
User experience (UX) work in experience economy (Pine & Gilmore 1998) is based on the idea of differentiation from competition. If a company defines UX targets for product development according to its mission and strategy, it helps to win the hearts of its target user group and to strengthen the brand. In this talk, Virpi Roto shares her knowledge about utilizing UX targets for designing and evaluating products that improve your competitive advantage.
Workshops and tutorials
The very basics of Human Centered Interaction Design (Koen Peters, Namahn)
Target audience: the non-specialist audience and those starting in the profession of user experience, interaction design or human-centered design
Contents: an introductory overview of contemporary and pragmatic HCID techniques structured along the lines of this poster →. Are particularly dealt with: field study, task analysis, assessment, ideation, storytelling, mental modeling, conceptual design, prototyping, visual design, engineering specification
What future user interfaces may bring (Joannes Vandermeulen, Namahn)
Target audience: the non-specialist audience or those starting in profession of user experience, interaction design or human-centered design
Contents: A recently updated overview of what future user interfaces may look like -- beyond Rich Internet Applications (RIA) and multi-touch -- in the areas of work, art, community, home, leisure and the self.
Prototyping with Microsoft Sketchflow (Tom Crombez, Microsoft)
The goal of this tutorial is to give an overview of the Microsoft tool called Sketchflow. In a nutshell, Sketchflow gives you the ability to quickly and effectively map out and iterate the flow of an application UI, the layout of individual screens and perhaps most importantly for modern applications the transition from one application state to another. This ability to explore and test multiple ideas without investing large amounts of time ensures you are able to find the right solutions for your clients.
Topics that will be treated: keeping clients focused on the end goal, gather effective feedback from client testing, and making the prototype as real as a project demands.
Creative methods for designing and evaluating user experiences (David Geerts, K.U.Leuven)
Most usability professionals are familiar with traditional methods such as contextual inquiry, paper prototyping, heuristic evaluation or usability testing. The recent interest in 'user experience' -- where emotions, culture and personal values play an increasingly important role in designing and evaluating user interfaces -- has created a need for new methods that address this changed focus. In this tutorial, David Geerts will give an overview of different creative methods in each phase of the user-centered design process (analysis, design and evaluation) and how they can be used to offer new insights into the user experience of interactive products. Methods include (but are not limited to): cultural probing, experience sampling, experience prototyping, the AttrakDiff questionnaire and psychophysiological measurements.
Session 1
Multi-touch Experiences: Interaction Design Patterns and Visual Design (Jan Derboven, K.U.Leuven)
Although multi-touch user interfaces have become more and more common over the last few years, there is no consensus regarding multi-touch interface design and interaction. As Dan Saffer points out in his book ‘Designing Gestural Interfaces’: “experimentation and exploration are the norms, when we’re still figuring out standards and best practices and what this technology can really do.” In this wide proliferation of (sometimes radically) different user interface styles, multi-touch projects do make efforts to create coherent experiences, by offering a visual language and interaction design that is internally consistent within the application.
Even though these experiences do not add up to a coherent interface design language, general trends and patterns can be derived from an overview of these projects. In this presentation, we will focus on several aspects of multi-touch user interface design.
Both low-level multi-touch interaction design patterns and higher-level patterns in visual design will be discussed. Finally, we will look at the way these two aspects can influence each other.
CAP++: Abstract user interfaces for user-centered software development (Jan Van den Bergh, UHasselt)
The notion of an abstract user interface model has been used by multiple authors over the past years. The introduction of the Cameleon reference framework for plastic user interfaces established a generally accepted meaning for what this model should describe. Multiple versions of the abstract user interface model have been proposed, but the presentation of the model did not receive much attention.
The graphical presentation of current approaches is limited to one of the two submodels (presentation model and dialog model) or uses different concepts in both submodels. We propose a presentation and the corresponding semantics for the abstract user interface model as well as its potential users in a user-centered software engineering approach.
Existing work, in combination with the "Physics" of notations framework proposed by Moody, has been used to establish the visual notation. The semantics of existing abstract user interface model elements as well as statecharts are used as a basis to establish the semantics of the proposed abstract user interface model.
Wiring classrooms and connecting students: A co-design case study (Lizzy Bleumers, VUB)
The interdisciplinary IBBT-project Teleclassing was set up to develop innovative solutions for cross-university teaching. Specifically, our project partners aimed to explore new ways of designing and remotely connecting university classrooms. These solutions should effectively enhance people’s sense of participating in a class together despite the physical distance between them.
In this presentation, we will describe how we organized co-design sessions with stakeholders, as part of the Teleclassing project, to inform development of what we dubbed the ‘teleclassroom’. During these sessions, we asked teachers, students and other stakeholders to visualize the ideal teleclassroom using a toolkit that was assembled for this project.
Results will be discussed with particular emphasis on what we learned about: (1) How to adapt the co-design toolkit and procedure to the specific purpose, namely the creation of a (semi-virtual) environment and experience (2) How to adapt the co-design procedure to particular user groups (3) Communicating results of the co-design sessions to our technical partners.
Remote Mobile Usability Lab (Jan Moons , Alcatel-Lucent Bell Laboratories)
Recent studies have pointed out that 83 percent of people only download applications with at least a 4 star rating in app stores such as iTunes or the Android market. The evaluation of the effectiveness, usage, user-experience and usability of mobile applications has therefore become a major issue. Developers only get one chance to convince their initial users of their application, before it is being voted down the app store rankings. This means that usability testing mobile applications is becoming a very important step in the development process to ensure that the application becomes a hit instead of a failure when it finally hits the app stores.
In this presentation we describe our experiences in developing and testing a system that makes it possible to usability test mobile applications. Our objective was to build a system to observe mobile users and collect different types of usage data without the need for cumbersome apparatuses or tests that can solely be conducted in the lab.
Session 2
Man Beats Machine: Why Usability Research Should Value Quality over Quantity (Johan Verhaegen, Human Interface Group)
In usability research, eye tracking as a quantitative research method has become more popular than ever. But what does eye tracking really reveal? Do we really know why a usability problem pops up, why it persists and how it should be solved, just by tracking the user’s eye movements? Although heat maps and gaze plots might reveal some usability problems, they rarely show us the way out.
Since usability is all about improving a product, tracing the usability problem and understanding its scale is hardly enough. To make eye tracking really work for usability research, heat maps and gaze plots must be taken to a higher level. Usability practitioners have to rely on their usability experience and use additional ‘qualitative’ research methods to observe and understand the eye tracking participants.
Based on the lessons learned from recent eye tracking cases at Human Interface Group, practical recommendations will be presented for recruitment of eye tracking test participants, for preparation of the test object, the test environment and the test sessions and for the analysis of the eye tracking results.
On Developing a Framework for Funology in mCRM (Kirsten Woodhams-Thomson, University of Waikato, New Zealand)
Customer Relationship Management (CRM) is (1) an established business strategy and (2) a set of software programs aimed to develop and improve a business' relationship with its customers. Recent developments in mobile technologies (larger screens with better graphical displays, touch screen interaction, global positioning systems, multimedia applications, and so on) have opened up new and emerging possibilities for engaging and interacting with users and therefore developing customer relationships.
For mobile Customer Relationship Management (mCRM) to be accepted and used by customers it will be important that the offerings meet the motives of the customer with regard to their desires for a relationship with the business, and provide a usable, attractive, pleasureable and enjoyable experience. In this presentation, we will look at the converging topics of CRM, funology and mobile technologies.
After an initial discussion on what each of these topics mean we will then describe a framework conceptualised for the development of customer-facing mCRM applications and services where these technologies go beyond being purely usable but also engageing, delightful and enjoyable.
UX design for the roommaid and the bellman (Annita Beysen, u-sentric)
Five years ago, Mr. Genin bought a company specialized in mobile furniture. Despite a never ending search for "new materials", optimizing production conditions, introducing 7S models, the focus on "customized" projects, ... no meaningful increase in bottom line, nor revenues was realized. On top of growing international consolidation, a one-stop-shop offer of the competition put considerably pressure on price margins. Mr. Genin called in for a completely new approach: a user centered design approach …
Closing keynote
User Experience Research at Philips Research
by Boris de Ruyter (Principle Scientist at Philips Research)
After his graduation, Boris de Ruyter worked as a research assistant in experimental psychology, at the University of Antwerp. Since 1994 he has been with Philips Research where he is appointed as principal scientist. His research focuses on user modeling and psychometrics. Since 1999 he has been leading a research team of behavioral scientists that contributes to the Lifestyle research program of Philips Research. Since the completion of the Home Lab at the Philips Research headquarters in Eindhoven, Boris has been playing a key role in user planning and managing testing activities taking place inside this facility. He is an author of multiple international publications and owns numerous patents. He was the co-chair of the European Symposium on Ambient Intelligence and is active in several program committees of scientific events such as the CHI, AVI and MobileHCI conferences.

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