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    Three Key Competencies and Other Frameworks for HCI and Design Education
    (2021-01-04) Blevis, Eli
    This article updates and tabulates some Design theory and frameworks for teaching Design in the context of an Human-Computer Interaction Design (HCI/d) program. A perspective on implications for HCI/d programs is also shared, based on my own reflections about my experiences as program director and faculty.
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    Performing Stance Detection on Twitter Data using Computational Linguistics Techniques
    (2016) Shenoy, Gourav Ganesh; Dsouza, Erika Helda; Kübler, Sandra
    As humans, we can often detect from a persons utterances if he or she is in favor of or against a given target entity (topic, product, another person, etc). But from the perspective of a computer, we need means to automatically deduce the stance of the tweeter, given just the tweet text. In this paper, we present our results of performing stance detection on twitter data using a supervised approach. We begin by extracting bag-of-words to perform classification using TIMBL, then try and optimize the features to improve stance detection accuracy, followed by extending the dataset with two sets of lexicons - arguing, and MPQA subjectivity; next we explore the MALT parser and construct features using its dependency triples, finally we perform analysis using Scikit-learn Random Forest implementation.
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    Leveling the playing field for Visually Impaired using Transport Assistant
    (2016) Shenoy, Gourav Ganesh; Wagle, Mangirish Ajit; Connelly, Kay
    Visually impaired people face numerous challenges when it comes to transportation. Not only must they circumvent obstacles while navigating, but they also need access to essential information related to available public transport, up-to-date weather forecast, and convenient method for booking private taxis. In this paper we introduce Transport Assistant - a voice based assistive technology prototype, built with a goal of leveling the playing field for the visually impaired to solve these problems that they face in their day to day life. Being voice enabled makes it seamlessly integrate into the environment, and can be invoked by saying a hotword - hello assistant. The paper explores this research question, followed by investigating existing technologies, explains the methodology and design, then concludes by presenting the prototype and results.
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    Understanding the “Galakei” Appeal; A Study of Language and Interaction
    (Indiana University School of Informatics and Computing, 2012) Beckwith, Lee
    Qualitative research methodologies were used in order to better understand how well currently available mobile phone interfaces are designed to match the way Japanese is thought of by native speakers. A conceptual design is presented at the end as a proposal for how to better design a mobile interface for writing Japanese.
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    Analyzing Artifact Interaction Complexity
    (Indiana University School of Informatics and Computing, 2012) Stolterman, Erik; Wiltse, Heather; Chen, Siyu; Lewandowski, Vincent; Pak, Leo
    The underlying motivation for our research is the need for a deeper understanding of human-computer interaction that can speak to the increasingly varied and intricate forms of interactivity and interfaces that are present in everyday life. With this purpose in mind we have examined and ‘tested’ an already existing theoretical framework on interaction complexity. We have done this by applying an analytical, artifactist methodological approach. Our studies have led to both support and criticism of the existing framework, and allowed us to develop and extend it further. Our conclusion is that an artifactist approach has potential and that there is much to explore and learn by studying interaction and interactivity based on such an approach.
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    Design Arguments – an examination of how designers argue for their designs
    (Indiana University School of Informatics and Computing, 2012) Stolterman, Erik; Beckwith, Lee; Chang, Wanling; Jiang, Hongyuan; Sulgrove, Alexander; White, Jeremy
    To communicate a design can be seen as consisting of at least two aspects: presentation and argumentation. In our research we have taken on the task of studying how practicing interaction designers approach the challenge of presenting and arguing for their designs. We have chosen to label our object of study, or unit of analysis, a design argument. Based on three studies, we have developed a descriptive framework that can be used to describe, analyze, and compare design arguments. The paper ends with some discussions and reflections concerning the potential relevance, use, and implications of a framework of design arguments.
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    The PRInCiPleS Design Framework
    (Indiana University School of Informatics and Computing, 2011) Blevis, Eli
    Some disciplines focus on analytic research and some disciplines focus on synthesis. Design disciplines are interesting because designers need to do both analysis and synthesis tasks. The HCI & design program I presently direct is organized around a framework I have named with the acronym PRInCiPleS, both at the curricular scale and as an organizing device for individual design projects within classes that serves as a kind of design rationale framework. The PRInCiPleS framework is not a scientific framework, but it does have an analogy to an idealized notion of a scientific framework. One of the biggest issues in design pedagogy and practice is how to get students and practicing designers to ensure that analysis leads to synthesis in a sound way and that synthesis follows from analysis in a sound way--that is, the issue of how to bridge the creative, semantic gap between design research and insights and concepts. In much of the curriculum, design research projects are paired with design concept projects in a way that is targeted at addressing this issue by means of iterative practice. Taking a curatorial attitude towards designs constructed according to the PRInCiPleS or indeed other frameworks is an appropriate way to connect notions of creativity to notions of design rationale.