Where researcher sets up different conditions of action to see how it affects humans’ behaviour: Experimental (lab) research, Quasi-experimentation, Wizard-of-Oz simulations, Usability evaluations,
Field trials, Research through design approach
Interventionist-methods - Methods in user-technology studies
1. Antti Salovaara
Aalto University, School of Business
22 January 2015
Methods in User–Technology Studies
Interventionist studies
16.15 – 17.00
Methods in User–Technology Studies / Interventionist
studies by Antti Salovaara is licensed under a
Creative Commons Attribution-ShareAlike 4.0
International License.
2. Interventionist studies
= where researcher sets up different conditions of action
to see how it affects humans’ behaviour
Experimental (lab) research
Quasi-experimentation
Wizard-of-Oz simulations
Usability evaluations
Field trials
Research through design approach
3. Experimental (lab) research
= studies where nuisance factors are eliminated or controlled
Owes a lot to research methods in psychology and social psychology
Needs:
Predefined quantitiable research questions
Precise measurements
Sometimes (not always) special hardware (eye tracking, EEG, ..)
Comparison between “treatment” and “control” (i.e., baseline)
groups
5. Quasi-experiments and analogue experiments
Quasi-
experimentation:
experimental
research without
the control group
Shadish et al. (2002)
Analogue experiments:
Controlled studies that
replicate simulate real-life
situations
Source: Oulasvirta et al. (2005)
Image credit: See last slide
6. Wizard-of-Oz simulations
Used in studies on futuristic
technologies
e.g., artificial intelligence
Applies deception:
Participant believes that the
system is real while a part of its
operation is controlled by the
experimenter
Setup is revealed after the study
E.g., speech recognition studies
Chess-playing automaton constructed
by Wolfgang von Kempelen in 1770
Imagecredit:Seelastslide
10. Usability evaluations
Typical method:
1. List the representative tasks that
technology is used for
2. Write a realistic scenario around
these tasks
3. Create materials for these tasks
4. Present the scenario for the
participant and ask him/her carry
out the tasks.
5. Record with video
6. Repeat with more participants
until findings saturate (i.e., when
new usability problems are not
found)
= studies on the quality of
technology design with users
Exist in many variations
An effective method for
identifying problems
Rarely used in academic
research
Imagecredit:Seelastslide
11. Field trials
= open-ended studies or quasi-experiments on research
prototypes “in the wild”
e.g., Muller et al’s study on a new cooperation technology
Open-ended field trials’ differences to observational studies:
Technology is provided to users by researchers
Technology may also have been developed by the researchers
RQ focuses on the change caused by the new technology
The prototype’s design often embodies a research hypothesis
e.g., Muller et al: “Users do not need to use so many systems if a
system would support object-centric sharing, object-level awareness,
user-created structured collections, and dynamic membership”
12. Research through design
Is a conceptualization of the reason for organizing field
trials in academic research
Basic principles:
“Consider information systems as research instruments that are
realizations of your research hypotheses”
“Research prototypes should be created and studied for the
purposes of studying phenomena in IS use, not for finding out if
they make a positive difference”
⇒ Research prototypes do not need to be “good” design
Instead, they must help you answer to your research question
13. Example of a field trial: Comeks
Comeks – An MMS-based mobile comic strip creator
How the idea for Comeks originated:
Discovery of live action role-players’ need for light-weight story-like
game documentation
Image credit: See last slide.
Source: Salovaara (2007)
17. Study on appropriation
First encounter with
a new technology
Appropriation
Integration into
daily activities
RQ: How do users appropriate Comeks and use its features?
19. Using lots of methods together
An observation-based field trial with
logging,
cued recall interviews,
questionnaire,
Wizard-of-Oz
That followed the research
through design approach
Source: Jacucci et al., CHI 2007
22. P
“The Panopticon”
Observation, logging, “The Panopticon”, and
Wizard of Oz
Phone
with
CoMedia
Phone
with
CoMedia
U U R
SMS
R “Rally news”
&
Wizard of Oz
“The Panopticon”: Source: Salovaara et al. (2006)
23. Other methods
Cued recall interviews:
After the rally weekend, interviews about each message sent and
received
Questionnaire:
Sense of presence scale
24. References
Jacucci, G., Oulasvirta, A., Ilmonen, T., Evans, J., & Salovaara, A. (2007). CoMedia: mobile group
media for active spectatorship. In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems (CHI 2007) (pp. 1273--1282). New York, NY: ACM Press.
Lehtinen, V., Oulasvirta, A., Salovaara, A., & Nurmi, P. (2012). Dynamic tactile guidance for visual
search tasks. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and
Technology (UIST 2012) (pp. 445--452). New York, NY: ACM Press.
Oulasvirta, A., Tamminen, S., Roto, V., & Kuorelahti, J. (2005). Interaction in 4-second bursts: The
fragmented nature of attentional resources in mobile HCI. In Proceedings of the SICCHI Conference
on Human Factors in Computing Systems (CHI 2005) (pp. 919--928). New York, NY: ACM Press.
Salovaara, A., Oulasvirta, A., & Jacucci, G. (2006). ``The panopticon'': a method for observing inter-
group interactions. In Workshop on Reality Testing at CHI 2006. Montreal, Canada:
Salovaara, A., Jacucci, G., Oulasvirta, A., Saari, T., Kanerva, P., Kurvinen, E., & Tiitta, S. (2006).
Collective creation and sense-making of mobile media. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems (CHI 2006) (pp. 1211-1220). New York, NY: ACM Press.
Shadish, W., Cook, T., & Campbell, D. (2002). Experimental and Quasi-Experimental Designs for
Generalized Causal Inference. Boston, MA: Houghton Mifflin.