HCI Practices in the Classroom
Keywords:
Development of Educational Artifacts, Digital Literacy, Elderly People, HCI, Technologies in Education, Design Critique, Reflection-in-Action, Practical Projects, Ethical Design, Black Mirror, Dark Patterns, Modeling Clay, Design Process, HCI & UX, Gamification, Themed Badges, User Group, Characters, Proto-Personas, Applications, Personal Data Transparency, Inspection, Human-Computer Interaction, Senior Researchers’ Views, Pass-or-Play (or Pass-the-Question), Fun Review, HCI Content, Web Test, Theoretical Knowledge, Conceptual Models, Bingo, Character Classification, Thematic Card Sorting, Non-Digital Games, Classroom, Collective Experience, Design Thinking, Design Education, Creativity, Innovation, Natural Interfaces, Reactions, Collaborative Think-Aloud, Winning Point, Evaluation, Human Values, Digital Legacy, UX Research, PersonasSynopsis
The book “HCI Practices in the Classroom” presents the results of the Workshop on Education in Human-Computer Interaction (WEIHC), held in 2023 during the Brazilian Symposium on Human Factors in Computing Systems. It was a collaborative effort aiming to share practical experiences related to classroom activities in courses focused on Human-Computer Interaction and User Experience. The book presents 18 practices that address specific HCI topics, such as evaluation, card sorting, dark patterns, personas, design process and data transparency, among others. It also includes practices for reviewing content and assessing students’ knowledge, for example. We believe these practices will be highly beneficial to the entire HCI community, particularly in a learning environments, and can also be adapted for use in companies.
Chapters
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1. Development of Educational Artifacts for the Digital Literacy of Older Adults: Working with HCI in the "Technologies in Education" Course
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2. Design Critique: Promoting Reflection-in-Action in Practical HCI Projects
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3. Ethical Design in Black Mirror: Identifying and Discussing Dark Patterns in HCI
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4. Exploring – with modeling clay – the design process in HCI & UX
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5. GamifiCHI: Themed Badges
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6. Ideating and visualizing user groups: from characters to proto-personas
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7. What do applications want to know about us? Practicing Personal Data Transparency inspection
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8. What to Expect from Human-Computer Interaction? Exploring the Perspectives of Senior Researchers in the Field
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9. Pass-or-Share HCI: A Fun Review of Studied Content
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10. Web-Based Test: Evaluating Theoretical Knowledge of HCI with Conceptual Models
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11. HCI Bingo
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12. Classifying Warriors: applying a thematic card sorting
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13. Building non-digital games in the classroom: a collective experience
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14. Design Thinking Applied to Teaching Design, Creativity, and Innovation
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15. Experimenting with Natural Interfaces in an alternative way
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16. Reactions: Collaborative Thinking Aloud
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17. Evaluation Trump Card
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18. Human Values in HCI: Addressing Digital Legacy through UX Research and Personas Practice
Downloads
References
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