Field methods casebook for software design
Field methods casebook for software design
Alternative methods for field usability research
Proceedings of the 21st annual international conference on Documentation
Mixing ideas: a new technique for working with young children as design partners
Proceedings of the 2004 conference on Interaction design and children: building a community
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Emerging research methods for understanding mobile technology use
OZCHI '05 Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The validity of the stimulated retrospective think-aloud method as measured by eye tracking
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
In search for evaluation methods for children's tangible technology
Proceedings of the 2006 conference on Interaction design and children
The design game in participatory design and design education: chances, risks and side effects
Proceedings of the ninth conference on Participatory design: Expanding boundaries in design - Volume 1
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With the rapid diversification of computing technologies, user researchers often encounter new applications, new users and scenarios of use, and even new design processes that require new research approaches. (For instance, how do you assess the usability of a roving, multi-user, activity-based system? Or how do you assess a device intended to support a social network?) In this workshop we will examine case studies from user researchers who have modified a classic user research technique or created a new technique to meet the exigencies of such challenges. The workshop is organized around three aspects of methods design: the impetus for creating the new or modified method, the challenges of implementing the method, and the impact of the innovation on the design or design process.