This webpage has all the current information about my doctoral thesis and its defense. Please not that the version available here is still preliminary.
A Gyroscopic Jubilee: Reflections on Tech- and User-driven Research in Human-Computer Interaction
Paweł Woźniak
Abstract:
This cumulative thesis presents a reflective retrospective of my work in the field of Human-Computer Interaction (HCI). In order to gain deeper insights into the various types of work presented here, I introduce design-based research as the theoretical framing. I then discuss different kinds of contributions that design-based research can generate to re-evaluate the papers included in this thesis. The content is organised in two contrasting themes — technology- and user-driven inquiry that aid the reflective analysis.
I conducted a literature survey of how design-based research was addressed in the HCI community as well as works on understanding the role of design in HCI research. Based on the review, I propose the Contribution Type Family (CTF) model to relate the types of contribution from the different sources.
The next part of the work investigates multi-device interactions in mobile setting and shows an evolution of a vision into concrete prototype system designs. I discuss possibilities for multi-device systems to support data exploration and sensemaking. I also outline a vision of future computational environments where multiple mobile devices enable enhanced civic discussion. This research shows an example of tech-driven inquiry where researchers try to find meaningful use and interaction patterns for future technology.
An interlude is included in the thesis that discusses experiences from practical work in the industry. I discuss the role of buzzwords and possible positive influence they may produce. I then show an example of how a buzzword-driven design case was successfully conducted in a user-centred manner within the field of commercial vehicle telematics.
The third segment in this thesis addresses user-driven inquiry in the domain of designing engaging interactive systems for amateur athletes. I provide an example of an extensive study into the needs of advanced amateur runners and then show how these insights can be applied to build a device for remote runner support. I also show how studying non-expert users who design gamification systems for athletic performance can lead to new insights into building gamified systems for sports motivation.
Next, I use the proposed CTF model to show the differences between the works included in this thesis and reinterpret their contributions. I conclude this thesis with remarks on the inherent differences between tech- and user-driven inquiries, which are presented in the form of seven lessons learnt that are aimed to inspire and inform future research.
This is the link to the current draft of the thesis. Please bear in mind that there are pending modifications (including new references for the literature review) and the thesis will be constantly updated until 21/3.
**Papers included in the thesis:
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Some videos showcasing the research