The Wiley Handbook of Human Computer Interaction The Wiley Handbook of Human Computer Interaction Volume 1 Edited by Kent L. Norman and Jurek Kirakowski This edition first published 2018 © 2018 John Wiley & Sons Ltd All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by law. Advice on how to obtain permission to reuse material from this title is available at http://www.wiley.com/go/permissions. The right of Kent L. Norman and Jurek Kirakowski to be identified as authors of the editorial material in this work has been asserted in accordance with law. 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Neither the publisher nor authors shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. Library of Congress Cataloging‐in‐Publication Data Is Available 9781118976135 – Hardback 9781118977262 – e‐PDF 9781118977279 – e‐Pub Cover Design: Wiley Cover Image: © Andrea Danti/Shutterstock Set in 10/12pt Galliard by SPi Global, Pondicherry, India 10 9 8 7 6 5 4 3 2 1 Contents Notes on Contributors vii Acknowledgments xix Introduction: Human‐Computer Interaction Yesterday, Today, and Tomorrow 1 Kent L. Norman and Jurek Kirakowski Part I Design Issues 7 1 Interactive Critical Systems and How to Build Them 9 Harold Thimbleby 2 Semiotics and Human‐Computer Interaction 33 Clarisse Sieckenius de Souza 3 Benefiting from ISO Standards 51 Nigel Bevan and Jonathan Earthy 4 Gender and Human‐Computer Interaction 71 Samantha Breslin and Bimlesh Wadhwa 5 Usability and Digital Typography 89 Peter Flynn Part II Design Process 109 6 Agile User‐Centered Design 111 Gabriela Jurca, Theodore D. Hellmann, and Frank Maurer 7 Ethnographic Approach to Design 125 Dave Randall and Mark Rouncefield 8 User Modeling 143 Pradipta Biswas and Mark Springett 9 Kids and Design 171 Mona Leigh Guha and Jerry Alan Fails vi Contents Part III Evaluation Factors 191 10 User Experience 193 Jakob Grue Simonsen 11 Task Load and Stress 207 Julien Epps 12 Comparing Mobile Experience 225 Xiaoge Xu 13 Factors of Immersion 239 Noirin Curran Part IV Evaluation Methods 255 14 Usability Testing 257 Sirpa Riihiaho 15 Remote Usability Testing 277 John Black and Marc Abrams 16 Applied User Research in Games 299 Randy J. Pagulayan, Daniel V. Gunn, Jerome R. Hagen, Deborah J. O. Hendersen, Todd A. Kelley, Bruce C. Phillips, J. J. Guajardo, and Tim A. Nichols Part V Input / Output 347 17 Fitts’ Law 349 I. Scott MacKenzie 18 Principles for Designing Body‐Centered Auditory Feedback 371 Ana Tajadura‐Jiménez, Aleksander Väljamäe, Frédéric Bevilacqua, and Nadia Bianchi‐Berthouze 19 Input Device—Motion Capture 405 Atsushi Nakazawa and Takaaki Shiratori 20 Applications of Intelligent and Multimodal Eye‐Gaze Controlled Interfaces 421 Pradipta Biswas and Pat Langdon Notes on Contributors Marc Abrams serves as Harmonia’s president and chief technical officer. He provides technical and business leadership to the company and manages all its technical pro- jects. In the past, Dr. Abrams has been with the former U.S. Army Concepts Analysis Agency, a postdoc in the Distributed Operating Systems group in Stanford’s Computer Science Department, and a visiting scientist in the network protocol group at IBM’s Zurich Research Laboratory in Switzerland. He has been the principal investigator for over $30 million in research and development projects with the Air Force, the Army, DARPA, DHS, DOE, DOT, NASA, the Navy, NIH, NSF, MDA, ONR, OSD, and various companies including General Dynamics, IBM, Northrop Grumman, Raytheon, and Leidos. He received his PhD from the University of Maryland at College Park in computer science. Before Harmonia, Dr. Abrams was a tenured asso- ciate professor at Virginia Tech, where his research on human‐computer interfaces (HCI) led to the creation of User Interface Markup Language (UIML) and later the co‐founding of Harmonia. UIML forms the basis for Harmonia’s LiquidApps® product. At Virginia Tech, he also co‐founded the Center for Human Computer Interaction, and worked with the HCI faculty in fields ranging from cognitive psy- chology to human factors on scenario‐driven HCI design. Nigel Bevan is an independent user experience (UX) consultant with wide industrial and research experience. He has been the editor of several international standards including both the original and revised versions of ISO 9241‐11 (usability), 9241‐210 (human‐centered design processes), 25010 and 25022 (software quality model and measures), 20282‐2 (usability test method), and 25063 (context of use). He has authored over 80 publications and was a member of the U.S. National Academy of Science Committee on Human‐System Design Support for Changing Technology. Frédéric Bevilacqua is the head of the Sound Music Movement Interaction team at Institute for Research and Coordination in Acoustics/Music (IRCAM) in Paris, which is part of the joint research lab Science and Technology for Music and Sound (IRCAM—CNRS—Université Pierre et Marie Curie). He received his PhD in Biomedical Optics from EPFL (Swiss Federal Institute of Technology in Lausanne), in 1998. His research concerns the modeling and the design of interaction between viii Notes on Contributors movement and sound, and the development of gesture‐based interactive systems. With his team, he developed several digital musical instruments such as the augmented violin and the modular musical objects (First Prize of the Guthman Musical Instrument Competition), and developed several systems to synchronize motion to sound, such as the gesture follower. He coauthored more than 120 scientific publications and coauthored five patents. He was keynote or invited speaker at several international conferences such as the ACM TEI’13. As the coordinator of the “Interlude Project” he received the ANR Digital Technology Prize (Societal Impact) in 2013. Nadia Bianchi‐Berthouze is a full professor in affective computing and interaction at the Interaction Centre of the University College London (UCL). She received her PhD in computer science for biomedicine from the University of the Studies of Milan, Italy. Her research focuses on designing technology that can sense the affective state of its users and use that information to tailor the interaction process. She has pio- neered the field of affective computing and for more than a decade she has investi- gated body movement, and more recently touch behavior, as a means to recognize and measure the quality of the user experience in full‐body computer games, physical rehabilitation, and textile design. She also studies how full‐body technology and body sensory feedback can be used to modulate people’s perception of themselves and of their capabilities to improve self‐efficacy and copying capabilities. She has published more than 170 papers in affective computing, HCI, and pattern recognition. She was awarded the 2003 Technical Prize from the Japanese Society of Kansei Engineering and she has given a TEDxStMartin talk (2012). Pradipta Biswas is an assistant professor at the Centre for Product Design and Manufacturing of the Indian Institute of Science. His research focuses on user modeling and multimodal human‐machine interaction for aviation and automotive environments and for assistive technology. He set up and leads the Interaction Design Lab at CPDM, IISc. Earlier, he was a senior research associate in the Engineering Department, a research fellow at Wolfson College, and a research associate at Trinity Hall of the University of Cambridge. He completed PhD in computer science at the Rainbow Group of the University of Cambridge Computer Laboratory and Trinity College in 2010, and was awarded a Gates‐Cambridge Scholarship in 2006. He under- took a masters degree at the Indian Institute of Technology, Kharagpur. He con- ducted a course on HCI at the Indian Institute of Technology, Mandi, gave a guest lecture at the Indian Institute of Technology, Madras, and was a vice chairman of ITU‐T Focus Group on Smart TV. John Black, after a youthful career as a fine artist, doing painting and sculpture, has been developing software for more than 30 years. He has coded using a vast range of programming languages, from Z‐80 assembly language to Prolog. He has founded and run several startup businesses developing business software and worked at large international corporations, such as Thomson Reuters, where he was both a software architect and a software development manager. Always striving to keep abreast of new technologies, he has run full‐scale Bitcoin and Ethereum block chain nodes for several years, and worked with the Ethereum source code. As part of a commitment to fur- thering software standards efforts, he has worked with the Object Management Group (OMG, a worldwide standards organization) on a standard for employee Notes on Contributors ix time‐recording data and worked with the W3C during the development of the resource description framework (RDF) standard for use on the Semantic Web. In 2006, he wrote the paper, “Creating a common ground for URI meaning using socially constructed Web sites.” Samantha Breslin is a PhD candidate in the Department of Anthropology at the Memorial University of Newfoundland (MUN). Trained initially as a computer scientist at the University of Waterloo, she then completed a master’s degree in anthropology at MUN. Samantha’s doctoral research is an ethnography of under- graduate computer science education in Singapore, exploring the “making” of com- puter scientists as (trans)national citizens and subjects in relation to computer science, world making, entrepreneurialism, and gender. Alongside this research, she has been working with Dr. Bimlesh Wadhwa at the National University of Singapore towards developing a gender and HCI curriculum to enable undergraduate computing students to explore how gender—and values more generally—are embedded in their programs, designs, and practices. Noirin Curran received a PhD in applied psychology from University College Cork, and within psychology, her specialized area of interest is immersion in games. As part of her doctoral work, she used rigorous psychometric procedures to create the IMX Questionnaire, which measures the level of immersive response as experienced in a game session. Being fascinated by the experiences that can be prompted by modern media and technology, her current work in the game industry falls under the banner of HCI, where she investigates what game players do, and why, and promotes user‐ centered design based approaches. She has had the opportunity to carry out research involving a variety of advanced research methods, statistical work, and human‐factors and usability‐based methodologies in both academic and industry settings. Clarisse Sieckenius de Souza is a full professor of the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro (PUC‐Rio). She received her doctorate in applied linguistics in 1987 from PUC‐Rio’s Department of Letters, with a thesis in natural language processing (NLP). In 1988, she joined the Department of Informatics, first involved in teaching and research on NLP and text generation and soon starting her lifetime work in semiotics and HCI. Clarisse is the creator of semiotic engineering, a semiotic theory of HCI for which, along with her colleagues and students, she developed specialized methods and models for interac- tion design. In recognition to her contribution to the field, she received the ACM SIGCHI CHI Academy Award in 2013 and the IFIP TC13 Pioneers of HCI Award in 2014. Her work has been published in over a hundred papers and she is the author or co‐author of four books on semiotic engineering: The Semiotic Engineering of Human‐Computer Interaction (2005); Semiotic Engineering Methods for Scientific Research in HCI (2009); A Journey through Cultures: Metaphors for Guiding the Design of Cross‐Cultural Interactive Systems, and Software Developers as Users. Semiotic Investigations on (2013) Human‐Centered Software Development (2016). Jonathan Earthy works for Lloyd’s Register where he coordinates the introduc- tion of human factors and a human‐centered approach into its products and the marine industry in general. His technical specialty is the assurance of the quality of x Notes on Contributors human‐centered design. He is an adjunct associate professor at the Australian Maritime Academy. He has participated in ergonomics and systems standards devel- opment since the mid‐1980s and is convener of ISO TC159/SC4/WG6 human‐ centered design for interactive systems. Julien Epps is an associate professor of signal processing at the School of Electrical Engineering and Telecommunications at the University of New South Wales (UNSW), Australia. He is also a contributed researcher with Data61, CSIRO, Australia. He holds a PhD (2001) in signal processing, and is the author or coauthor of over 200 journal articles, refereed conference papers and book chapters. He is currently is serv- ing as an associate editor for IEEE Transactions on Affective Computing and for the human‐media interaction section of Frontiers in ICT and Frontiers in Psychology, and is a member of the advisory board of the ACM International Conference on Multimodal Interaction. His primary research areas are speech and behavioral signal processing, cognitive workload, emotion and mental state recognition, and machine learning for human‐computer interaction. Jerry Alan Fails is an associate professor in the Computer Science Department at Boise State University in Boise, Idaho. His primary area of research is Human- Computer Interaction, with a focus on technologies that promote children’s creativity, activity, mobility, collaboration, and exploration of the world around them. He has been actively designing technologies with and for children utilizing—and further developing—participatory design methods for children since 2003. Peter Flynn manages the Academic and Collaborative Technologies Group in IT Services at University College Cork (UCC), Ireland. He trained at the London College of Printing and did his MA in computerized planning at Central London Polytechnic (now the University of Westminster). He worked in the United Kingdom for the Printing and Publishing Industry Training Board as a DP manager and for the United Information Services of Kansas as an IT consultant before joining UCC as project manager for academic and research computing. In 1990, he installed Ireland’s first Web server and now concentrates on academic and research publishing support. He has been Secretary of the TeX Users Group, deputy director for Ireland of European Academic and Research Network (EARN), and a member both of the Internet Engineering Task Force ( IETF) Working Group on HTML and of the W3C XML SIG; and he has published books on HTML, SGML/XML, and LaTeX. Peter also runs the markup and typesetting consultancy, Silmaril, and is editor of the XML FAQ as well as an irregular contributor to conferences and journals in electronic pub- lishing, markup, and humanities computing, and a regular speaker and session chair at the XML Summer School in Oxford. He did his PhD in user interfaces to structured documents with the Human Factors Research Group in Applied Psychology in UCC. J. J. Guajardo has over 15 years of experience as a User Researcher. After earning a bachelor’s degree in psychology from Northwestern University, he received his PhD in developmental psychology from the University of Chicago in 2002. Immediately after, J. J. came to Microsoft to work on Xbox games. Following his stint in the gaming world, he worked with a number of products at Microsoft, including Encarta and Office for Mac. From 2007–2009, J. J. lived and worked in Copenhagen, Notes on Contributors xi Denmark, conducting user research for Microsoft Dynamics. In 2009, he returned to the United States and spent 2 years working in the Windows design and research group. In 2011, he returned to Xbox Research to work on kid‐focused products and nongame entertainment efforts. He currently supports the Turn 10 franchise, working on the latest versions of the premier racing titles Forza Motorsport and Forza Horizon. Mona Leigh Guha is the director of the University of Maryland’s Center for Young Children. She has also been the interim director of the University of Maryland’s Human‐Computer Interaction Lab (HCIL), as well as managing director of KidsTeam, a team of adults and children who work together to design innovative technology for children. Her research has focused on working with young children as design partners and investigating the cognitive and social experiences of children who participate on a design team. Daniel V. Gunn is a senior user research operations lead within Xbox Research. His team is responsible for driving the tech and facilities, people and process, and tools and infrastructure that empower world‐class user research. Daniel’s background is firmly seated in psychological research methods, statistics, and human behavior. He received his PhD in experimental psychology with an emphasis on human factors from the University of Cincinnati (UC) in 2002. Daniel has presented at several human‐factors‐ related conferences and has published in the American Journal of Psychology as well as the Journal of the Human Factors and Ergonomics Society. In addition, he has coau- thored articles and book chapters on the methodologies utilized within Xbox Research to improve games in development. He has worked on several Microsoft Studios titles across a variety of genres and platforms including installments in the Forza Motorsport series across Xbox and Xbox 360 as well as PC titles such as Rise of Nations: Rise of Legends and Viva Piñata PC. Daniel is always looking for ways to generate new types of insight for game designers leveraging innovative research methods. Jerome R. Hagen is a senior user researcher in Xbox Research at Microsoft. He cur- rently leads research on Minecraft and has led research on game franchises including Halo, Fable, Crackdown, Project Gotham Racing, and Phantom Dust. His back- ground is in social / cognitive psychology and he also leads training for researchers on the Xbox team. He has led Team Xbox LGBTQ and is part of Xbox’s focus on Gaming for Everyone to help make Xbox a place where everyone is welcome, respected, and supported. Theodore D. Hellmann is a product manager at Splunk, where he works to support and expand its developer ecosystem. His work focuses on making sure third‐party developers are provided with the tools and guidance to build Splunk Apps that ingest and store huge amounts of data, then make that data easy to use and understand. In his previous life in academia, he was a member of the Agile Surface Engineering Lab at the University of Calgary, where his research interests included test‐driven develop- ment of graphical user interfaces, interactive and proxemic emergency operations planning, and interaction with / visualization of large‐scale data. Deborah J. O. Hendersen is a senior user researcher working on Xbox research at Microsoft. She received her doctorate from Stanford University in 2008 in cognitive