0P330 - Human Factors 2
Coordinator
dr. Wijnand IJsselsteijn
IPO Room 1.37
email: w.a.ijsselsteijn@tue.nl
web: www.ijsselsteijn.nl
phone: +31 (0)40 2474455
Purpose
Human Factors 2 aims to convey advanced knowledge and understanding of the complex relation between mind and technology, in the context of current technology-dense environments: from laptops, mobile phones, and PDA's, to ambient intelligence, smart homes, and augmented reality. A central issue is the usability of technological products, systems, and environments studied from the perspective of perception, cognitive science and ergonomics. Students will need to become familiar with the skill of translating analytical knowledge into understanding, designing, and evaluating technological systems and environments.
Content
- Systematic analysis of human interactions with products, systems, and environments in the context of perception, cognition, action, and communication.
- Introduction to the concepts of functionality, usability, pleasure of use, and other human-centred metrics, as well as their related research methodologies.
- Human experience and interactive behaviour in various contexts of use: situated interaction, ambient intelligence.
- Introduction to advanced technological environments, and their related human factors challenges and potential solutions: transparent technologies, ambient intelligence, smart homes, ubiquitous computing, augmented reality, tangible interfaces, embodiment.
Course Slides & Required Reading
- 1. Introduction Ubiquitous Computing
- Clark, A. (2003). Natural-Born Cyborgs. Oxford University Press: Introduction & Chapters 1 & 2.
- Abowd, G.D. & Mynatt, E.D. (2000). Charting Past, Present, and Future Research in Ubiquitous Computing. ACM Trans. on Computer-Human Interaction, 7(1), 29-58.
- Buxton, W. (2001). Less is More (More or Less). In: P. Denning (Ed.), The Invisible Future: The seamless integration of technology in everyday life. New York: McGraw Hill, 145 – 179.
- Thakara, J. (2000). The design challenge of pervasive computing, Invited talk at CHI 2000, reprinted in Interactions, May/June 2001, 46-52.
- Weiser, M. (1991). The computer for the 21st century. Scientific American, 265(3), 94-104.
- Weiser, M. & Seely Brown, J. (1995). Designing Calm Technology.
2. History of VR and Telerobotics
- Clark, A. (2003). Natural-Born Cyborgs. Oxford University Press: Chapter 4.
- IJsselsteijn, W.A. (2003). Presence in the past: What can we learn from media history? In: Riva, G., Davide, F., & IJsselsteijn, W.A., (eds.), Being There - Concepts, Effects and Measurements of User Presence in Synthetic Environments, Amsterdam: IOS Press. pp. 17-40.
3a. Psychological Mechanisms of Telepresence
3b. The Embodied User (Guest lecture by Antal Haans)
4. Interaction Styles Beyond the Desktop: Tangible Computing & Augmented Reality
5a. Context and Social Interaction (Guest lecture by Yvonne de Kort)
5b. Location-based Social Digital Media
6a. Affective Computing: Emotions in HCI
6b. Emotions during Gaming (Guest lecture by Wouter van den Hoogen)
- van den Hoogen, W., IJsselsteijn, W.A., de Kort, Y.A.W., & Poels, K. (2008). Towards real-time behavioral indicators of player experiences: Pressure patterns and postural responses, Proceedings of Measuring Behavior 2008, 6th International Conference on Methods and Techniques in Behavioral research, 26-29 August 2008, Maastricht, The Netherlands.
- Picard, R., & Klein, J. (2001). Computers that recognize and respond to user emotion: Theoretical and practical implications, Interacting with Computers 14(2), 141-169.
7. ISTAG Scenarios for Ambient Intelligence in 2010
- Clark, A. (2003). Natural-Born Cyborgs. Oxford University Press: Chapters 6, 7 & 8.
Recommended Reading
- Dertouzos, M.L. (2001). Human-centered systems. In: P. Denning (Ed.), The Invisible Future: The seamless integration of technology in everyday life. New York: McGraw Hill, 181-191.
- Eggen, B., Hollemans, G., van de Sluis, R. (2002). Exploring and Enhancing the Home Experience. Cognition, Technology and Work.
- Eustice, et.al.(1999). A universal information appliance. IBM Sys.Journal, 38(4), 575-601.
- Gaver, W. (1991). Technology Affordances. Proc. CHI '91, 79-84.
- Gaver, W., Dunne, T. & Pacenti, E. (1999). Cultural probes. Interactions, Jan./Feb. 1999, 21-29.
- Harrison, B.L. (2000). E-books and the future of reading. IEEE Comp. Graphics and Applications, May/June 2000, 32-39.
- Hirsch et al. (1999). Trends & Controversies: Room service, AI Style. IEEE Intelligent Systems, March/April 1999, 8-19.
- IJsselsteijn, W.A., van Baren, J., Romero, N. & Markopoulos, P. (2003, invited paper). The unbearable lightness of Being There: Contrasting approaches to presence engineering. In: T. Ebrahimi and T. Sikora (eds.), Proceedings of SPIE Vol. 5150, Visual Communications and Image Processing 2003, pp. 61-68.
- Jordan, P.W. (1999). Pleasure with products: Human factors for body, mind and soul. In: Jordan, P.W. & Green, W.S. (eds.), Human Factors in product design: Current practice and future trends. London: Taylor & Francis, 206-217.
- Markopoulos, P., IJsselsteijn, W.A., Huijnen, C., Romijn, O., Philopoulos, A. (2003). Supporting social presence through asynchronous awareness systems. In: Riva, G., Davide, F., & IJsselsteijn, W.A., (eds.), Being There - Concepts, Effects and Measurements of User Presence in Synthetic Environments, Amsterdam: IOS Press. pp. 261-278.
- Nielsen, J. (1993). Noncommand User Interfaces. Communications of the ACM 36(4), 83-99.
- Orwant, J. (1994). Privacy and User Models: Threats, Caveats, and Safeguards.UM-94.
- Pentland, A. (1996). Smart Rooms. Scientific American, April 1996.
- Pentland, A. (2000). Perceptual Intelligence, Communications of the ACM 43(3), 35-44.
- Rieman, J. (1993). The Diary Study: A Workplace-Oriented research tool to guide laboratory efforts. INTERCHI '93, 321-326.
- Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73-93.
- Want, R. & Borriello, G. (2000). Survey on information appliances. IEEE Comp. Graphics and Applications, May/June 2000, 24-31.
- Bob Allen, Ad van Berlo, Jan Ekberg, Klaus Fellbaum, Maik Hampicke, Charles Willems: Design Guidelines Smart Homes
- Jakob Nielsen's AlertBox: Usability 101 - What is usability? How, when, and where can you improve it? Why should you care? This overview answers these basic questions.
- Neil Gershenfeld's book When Things Start to Think, Owl Books, 1999, esp. chapters 2 and 4.
- IBM Systems Journal Vol.38, No.4, 1999. Special Issue on Pervasive Computing
- Don Norman's sample chapter from forthcoming book on Emotional Design: Attractive Things Work Better
- Further paper on Emotion and Design: Affect and machine design: Lessons for the development of autonomous machines, IBM Systems Journal, vol. 42(1), 38-44.
Useful Links