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Sunday Full-Day Tutorials
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4. Understanding User's Work in Context: Practial Observation Skills
5. Driving Invention from Field Data
6. Designing Systems that Adapt to Their Users
7. Web Sites that Work: Designing with Your Eyes Open
8. Cross-Cultural User-Interface Design for Work, Home, Play, and On the Way
9. The Usability Engineering Lifecycle
10. Common Look & Feel: Cross-Product UI Design for Web Sites and Applications
11. Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving
12. Designing for Users with Special Needs
13. Current Advances in Augmented and Mixed Reality
14. Designing Interfaces for Handheld Computers
17. Drawing on the Right Side of the Brain
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4. Understanding User's Work in Context: Practical Observation Skills
Susan M. Dray, Dray & Associates, Inc.
Benefits
You will learn how to plan for and carry out observations of users. Heavy emphasis is on practical steps for the designer that will lead to success. You will practice two types of observations (Naturalistic Observation and Contextual Inquiry).
Origins
This is an update of a highly rated tutorial from past CHI conferences.
Features
- Learn about Structured Observation techniques and how to use them
- Learn three types of techniques: Naturalistic Observation, Contextual Inquiry, and Artifact Walkthroughs
- Practice doing Naturalistic Observation and Contextual Inquiry
- Identify next steps for data analysis and use in design
- Learn when and how to apply these tools to customer-centered design
Audience
This hands-on session will focus on practical solutions and skills and well-proven tools for participants to use with their own work. It is aimed at practitioners who want to understand how users work in order to do a better job of design, including developers, designers, and managers who are responsible for user experience, needs, or user requirements identification. This is an introductory tutorial, but will also be useful for those with some experience observing users.
Presentation
Lecture, group discussion, and small group hands-on exercises.
Instructor
Susan Dray has a Ph.D. in Psychology and has worked as researcher, manager, and consultant in the design of technology at Honeywell and American Express, and as an independent consultant. She has published numerous articles on this and other relevant topics. She is a Fellow of the Human Factors and Ergonomics Society (HFES), and has been active in CHI since CHI 85. She is the business column editor of Interactions magazine.
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5. Driving Invention from Field Data
Karen Holtzblatt,
InContext Enterprises, Inc.
Hugh Beyer,
InContext Enterprises, Inc.
Benefits
Attendees will learn concrete and practical techniques for driving innovative design from field
research. Participants will learn how qualitative data from field research drives real product and
system design, and will study examples of field data and the designs prompted by that data.
Origins
This tutorial is new for CHI 2001.
Features
- How the design focus limits and directs the design activity
- How a different focus leads a team to consider different solutions to a design problem
- How "story thinking" drives deep understanding of the natural coherence of work practice
- How work metaphors build on your understanding of the structure of a familiar domain to give insight into an unfamiliar domain
- How existing parts, themes, and software genres are recombined to drive new design possibilities
Audience
For anyone with a role in product or systems design: researchers, ethnographers, user interface
designers, usability experts, and engineers.
Presentation
A lecture discussion of sample data, designs, and exercises to explore techniques of how field
research drives design.
Instructor
Karen Holtzblatt and Hugh Beyer are the developers of the customer-centered process Contextual
Design. Dr. Holtzblatt originated the Contextual Inquiry approach to field data collection and
has pioneered the introduction of this technique into working engineering teams. Hugh Beyer has
worked as customer-centered design expert, architect, and programmer for nineteen years. He has
designed and developed object-oriented repositories and integrated CASE systems, and has developed
processes for using customer data to drive object-oriented design. They authored
Contextual Design: Defining Customer-Centered Systems.
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6. Designing Systems that Adapt to Their Users
Anthony Jameson,
DFKI
Benefits
You will acquire active, in-depth understanding of the issues that arise in the design of systems that adapt to their users -- ranging from personalized e-commerce web sites to context-aware alerting systems.
Origins
Previously presented at UM 99, IJCAI 99, and IUI 01, this tutorial has been expanded to a full-day format and extensively tailored for the CHI 2001 audience.
Features
- Learn about the benefits and limitations of many forms of user-adaptation
- Discuss live demonstrations of deployed user-adaptive systems and current research prototypes
- Systematically consider typical issues and decisions while working in a group on a realistic design problem
Audience
Those interested in planning, designing, or evaluating systems that include user-adaptive aspects.
Presentation
Brief lectures and demonstrations interleaved with an equal amount of guided group work on a single design problem: a user-adaptive web site for CHI 2002.
Instructor
Anthony Jameson is a senior researcher at the German Research Institute for Artificial Intelligence (DFKI) and Saarland University and adjunct professor of human-computer interaction at the International University in Germany. He has published widely on user-adaptive systems for over 15 years, and he consults for leading German firms on personalization and interface design.
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7. Web Sites that Work: Designing with Your Eyes Open
Jared Spool,
User Interface Engineering
Matthew Klee, User Interface Engineering
Lori Landesman, User Interface Engineering
Benefits
Learn about significant design factors that affect users' success in finding information on a web site. Includes unpublished results of recent research involving eye-tracking and usability tests in which users dynamically defined their own tasks.
Origins
Significantly updated for CHI 2001 with new research results.
Features
- Importance of links, and which design factors contribute to their success
- Why traditional ideas about how to do branding are not effective on the web -- and what you can do instead
- How to design and conduct usability tests on your own web sites
- Where users actually look on web pages and how uniform page designs may discourage users looking at what you want them to see, including banner ads
- Why it is not possible to design site navigation in a vacuum
- Why matching your site's goals to your users' goals will let you market to users at their "seducible moments"
- Page layout factors that make a difference
Audience
Anyone with experience designing a web site or creating content for one. No technical knowledge necessary. Usability testing experience useful but not required.
Presentation
Lecture, small group usability testing, numerous examples, and live demonstrations.
Instructor
Jared M. Spool is Founding Principal of User Interface Engineering. He has more than 16 years of experience conducting usability evaluations. He is on the faculty of the Tufts University Gordon Institute and teaches seminars on product usability, speaks at conferences around the country. Matthew Klee's usability experience comprises usability testing at Lotus Development Corporation, medium-fidelity prototyping and user testing at American Institutes for Research, and contextual inquiry and on-line surveys at The Mathworks. Lori Landesman joined User Interface Engineering in 1999. Prior to that she was an instructional designer and web site producer.
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8. Cross-Cultural User-Interface Design for Work, Home, Play, and On the Way
Aaron Marcus,
Aaron Marcus and Associates, Inc.
Emilie W. Gould,
Rensselaer Polytechnic Institute
Donald L. Day,
InContext Enterprises
Pia Honold,
Siemens AG Information & Communication Mobile Groups (ICM) Product Support User Interfaces MP
Benefits
Learn terminology, principles, and guidelines and gain practical experience through group exercises. Improve your ability to make user-interfaces more acceptable and preferable. Discover research issues.
Origins
Presented at CHI 2000, UPA 2000, and BayCHI 2000.
Features
- Introduction to cultural models for analysis of user interfaces
- Group design/evaluation exercises
Audience
Basic knowledge of user-interface design required.
Presentation
Illustrated lectures, group pen-paper exercises with role-playing, and group discussion/evaluation.
Instructor
Aaron Marcus was a tutorial presenter at CHI 1985-00; UPA 1998-2000; and SIGGRAPH 1980-97. He is author/co-author of over 100 articles and four books including Graphic Design for Electronic Documents and User Interfaces. Emilie Gould is a human factors engineer and communication researcher. She is on the Business Communication faculty of RPI's Sino-US MBA program for students from mainland China. Donald Day is guest editor of Interacting with Computers special issue on culture in globalization of human-computer systems and co-editor of Computers, Communication & Mental Models. He is Chair of the second International Workshop on Internationalization of Products and Systems. He taught intercultural communication at SUNY. Pia Honold researched cultural diversity for her PhD thesis and has presented her findings at IWIPS99, HCII99, and CHI00.
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9. The Usability Engineering Lifecycle
Deborah J. Mayhew,
Deborah J. Mayhew & Associates
Benefits
You will obtain an overview of a highly structured but adaptable engineering process for designing good user interfaces to both traditional software applications and to web sites and applications. This practical process consists of a set of usability engineering tasks and techniques that can greatly enhance the usability of products. High-level descriptions of each task are given, along with explanations of when and why to apply them during an underlying software development methodology.
Origins
A highly-rated CHI "classic", the tutorial has been updated to reflect new ideas, approaches, and methods.
Features
- Setting the stage for effective user interface design by applying usability requirements analysis techniques
- Extracting usability goals from requirements analysis data and using them to drive design
- Applying a structured approach to user interface design
- Applying iterative evaluation techniques to validate designs before they are implemented
- Integrating The Usability Engineering Lifecycle into an underlying software development methodology
- Applying The Usability Engineering Lifecycle to web development projects
Audience
No prior experience with usability engineering is necessary. Experienced as well as novice usability engineering practitioners will benefit.
Presentation
"War stories" from the instructor's extensive consulting practice and audience discussion will augment the lecture materials.
Instructor
Deborah J. Mayhew holds a Ph.D. in Cognitive Psychology and has more than 30 years of experience as a Usability Engineering consultant. She has authored and contributed to four books on usability and usability engineering, and Dr. Mayhew has been teaching CHI tutorials since 1986. Her clients have included IBM, AT&T, American Airlines, Cisco Systems, Ford Motor Company, and the NYC Police Dept.
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10. Common Look & Feel: Cross-Product UI Design for Web Sites and Applications
Kevin Mullet, Propel
Erric Solomon, Synopsys, Inc.
Benefits
This tutorial describes the characteristics of effective software systems that form the basis for successful cross-product UI design. We illustrate proven techniques that you can use to design and build effective software systems within your own development team. By the end of the day, you will be able to produce a personal Look and Feel Convergence Plan for advancing the cause of cross-product UI design in your organization.
Origins
Updated for CHI 2001, this tutorial was previously given at CHI 2000 and at BayCHI.
Features
- How to recognize an effective software system
- How to develop systematic conceptual, presentation, and interaction designs
- How to organize the design and development teams for maximum effectiveness
- How to achieve look and feel convergence in the real world
Audience
We assume you've had at least some exposure to "real world" software development environments. This tutorial is appropriate for anyone involved in the design, development, or management of cross-product software systems or the individual applications or web pages being created within those systems.
Presentation
Lecture backed by real-world examples, group discussions, and hands-on exercises.
Instructor
Kevin Mullet is a Fellow and User-Experience Architect at Propel, where he is championing the user-centered approach in creating a scalable, reusable software infrastructure for mission-critical e-Business. Erric Solomon is Group Director of the Interactive Visualization Group at Synopsys, providing improved user interfaces, enhanced visualization, and common look and feel across the Synopsys product line.
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11. Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving
Thomas T. Hewett, Drexel University
Benefits
You will learn theoretical underpinnings and practical aspects of how people remember and solve problems. You will also gain ideas about how to use that knowledge during product design and how to take advantage of some of the capabilities of your most important interface component: the human mind.
Origins
This "CHI Classic" has been highly rated at the last six CHI conferences.
Features
- Understand intuitively a variety of phenomena through direct, "minds-on" exposure
- Learn to avoid common errors
- Develop a basis for making educated design choices when guidelines fail
- Relate cognitive phenomena to human-computer interaction
- Gain the resources needed for self-directed study in cognitive psychology
- Obtain a useful set of teaching materials for cognitive aspects of human-computer interaction
Audience
Interaction designers and developers who have found there are users who have trouble using their products without training or who have found that users have minds of their own. Anyone interested in human-computer interaction and interactive system design who has not done course work in cognitive psychology. Not intended for the human factors specialist, for the individual with extensive training in psychology, or for the person seeking a state-of-the-art literature of the latest research in cognitive psychology.
Presentation
Interactive presentation and "minds-on" demonstrations.
Instructor
Tom Hewlett is Professor of Psychology at Drexel University where he teaches courses on Cognitive Psychology, Psychology of Human Computer Interaction, and Problem Solving and Creativity. He is a published courseware and is currently developing a Scientific Problem Solving Environment which integrates symbolic and numeric computing.
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12. Designing for Users with Special Needs
Alistair Edwards, University of York
Elizabeth Mynatt, Georgia Institute of Technology
Benefits
You will learn how the fields of HCI and assistive technology can work together to design technology to enable all users.
Origins
Presented at INTERCHI '93, CHI '94, CHI '95 and CHI 2000.
Features
- Discuss how we are all disabled and how interfaces should be designed for all users
- Survey five major types of impairments (mobility, vision, speech, hearing, and cognitive) and technology that addresses these impairments
- Review U.S. And European legislation
- Discuss technology for elderly individuals
- Review design guidelines
- Participate in a group design problem
Audience
User interface designers, developers, managers, and researchers. No specific background is needed.
Presentation
Lecture format augmented with 35mm slides, videotape footage, and live demonstrations of enabling technology. Group design exercises.
Instructor
Alistair Edwards is a lecturer in the Department of Computer Science at the University of York,
England. He researches the use of multiple modalities of interaction to make computers accessible
to people with disabilities. He is the author of Speech Synthesis: Technology for Disabled
People and editor of, Extra-Ordinary Human-Computer Interaction. Elizabeth Mynatt
is an Assistant Professor in the College of Computing at the Georgia Institute of Technology.
She developed the Mercator Environment that provides access to GUIs for people who are blind.
She worked for three years at Xeros PARC on ubiquitous computing and, most recently, she started
the "Aging in Place" project focusing on helping elderly individuals live in their own homes
longer.
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13. Current Advances in Augmented and Mixed Reality
Thomas A. Furness,
University of Washington
Suzanne J. Weghorst,
University of Washington
Eric Seibel,
University of Washington
Mark Billinghurst,
University of Washington
Benefits
Attendees will gain a overview of current approaches to augmented and mixed reality technologies, and a more comprehensive understanding of specific visual display technologies.
Origins
This material is being presented for the first time as a major conference tutorial.
Features
- Review of augmented vision and mixed reality concepts, and discussion of key applications
- Focus on visual display challenges of augmented and mixed reality
- Description and demonstration of scanned light displays
- Discussion of advantages and current limitations of scanned light displays for AR and MR applications
Audience
This workshop will be directed toward a general audience, but will be of greatest interest to developers and human factors specialists in the area of 3D interface technology.
Presentation
The tutorial will include both multimedia-supported lecture and real-time demonstration of the technologies discussed.
Instructor
Tom Furness is the founder director of the HIT Lab, and a pioneer in the field of virtual reality and advanced visual displays. Suzanne Weghorst is active in the VR research community, with particular emphasis on medical applications and human factors issues. Eric Seibel is a bioengineer with broad academic and industrial experience in the field of optics and scanned light displays. Mark Billinghurst is a Kodak Fellow and project leader in the areas of mixed reality and wearable computing applications.
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14. Designing Interfaces for Handheld Computers
Phillip B. Shoemaker,
Palm, Inc.
Carl B. Stone,
Palm, Inc.
Benefits
You will learn the tips and techniques necessary for designing successful pen-based/mobile applications. This includes designing for horizontal products like the Palm connected organizer.
Origins
This tutorial has been significantly modified from the one presented at CHI †98.
Features
- Screen layout, dialog box, and localization guidelines
- Differences from desktop systems, and how your design should differ too
- How to effectively use progressive disclosure
- Why it is necessary to save state?
- Differences between consumer and vertical applications
- Effective use of the Internet on handheld devices
Audience
All participants in product design activities for handheld applications. Appropriate for beginners as well as seasoned professionals.
Presentation
Brief lecture segments interspersed with small team and individual exercises. Slides, overheads and demonstrations are used to illustrate techniques and other points.
Instructor
Phillip B. Shoemaker is the director of software development at Palm where he is responsible for all development tools released for the Palm OS. Prior to Palm, he was Director of Software Development at PenRight!. Phillip has over 12 years experience designing user interfaces for Sun Microsystems, Tandem Computers, Borland International, and Symantec Corporation. Carl Stone is the manager of the Human Interface Team at Palm. He is responsible for the UI of Palm's Desktop Applications for Windows, Macintosh, and for all Palm devices. Prior to Palm, he started Sticks & Stones, providing User Interface Design consulting for such clients as Sony, Apple, and Sun Microsystems. Carl also worked as a Senior Art Director at Taligent and Apple Computer.
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17. Drawing on the Right Side of the Brain
Brian Bomeiseler, Drawing on the Right Side of the Brain LLC
Benefits
Drawing on the Right Side of the Brain is one of the most effective teaching methods for drawing ever developed. In this tutorial, you will learn the underlying theory behind the method. The bulk of the session will involve practical hands-on exercises, which demonstrate the participants' ability to learn to draw, and to learn to "see things more clearly." You will learn basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing.
Origins
This top-rated tutorial from CHI 97, CHI 98, CHI 99 and CHI 2000 is a one-day version of Betty Edwards' renowned drawing course.
Features
- An understanding of the nature of drawing
- Basic drawing skills
Audience
Intended for a wide audience. No previous drawing experience required. In fact, it is designed for people who believe they cannot draw.
Presentation
Lecture with hands-on drawing exercises.
Instructor
Brian Bomeiseler is an exhibiting New York painter and instructor of drawing. He holds a bachelor's degree in fine arts from the Pratt Institute of New York. His work appears in the permanent collection of the San Diego Museum of Contemporary Art and in corporate and private collections worldwide. He has taught with Betty Edwards for over 10 years.
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