The Elasticity of Storytelling: An Unsolved Challenge in HCI Education
Full Paper
MacDonald, C. M., Putnam, C., Rose, E. J., and Zapata, R. (2024)
Drawing on our collective experience as educators and preliminary results of an in-progress research study, we explore the complexities of integrating storytelling into Human-Computer Interaction (HCI) education. Within the user experience (UX) industry, storytelling is considered essential for collaborating, engaging stakeholders, and shaping professional identities. However, despite that importance, effectively teaching storytelling presents an unsolved educational challenge in HCI. We begin by examining storytelling’s multifaceted and elastic nature in UX practice and how that contributes to the challenge of teaching it, demonstrating key points with quotes and anecdotes from our ongoing research. We then discuss various pedagogical approaches to help students understand good storytelling, practice their storytelling skills, and better appreciate how storytelling can shape their academic and professional success. We hope that by sharing what we are grappling with as we investigate UX storytelling in practice, we can engage the EduCHI community in productive discussions to help us move our collective teaching practices forward.
Reflect, Assess, Visualize: Cultivating Skill Development in User Experience Education
Full Paper
Rose, E., Putnam, C., & MacDonald, C. M. (2024)
In the field of user experience (UX), there is a wide range of skills that practitioners are expected to acquire and demonstrate as a competitive candidate for a job. Previous research identified three main skill categories of UX practitioners: technical skills, human skills, and dispositions. However, as educators, we have found that students often struggle to understand and incorporate the breadth of the skills they need into their learning and development. To help students identify, assess, and cultivate their skill sets, we designed a pedagogical intervention in the form of an ‘advance organizer’ that asks students to reflect on their initial and changing skill sets while enrolled in a UX-focused course. In this article, we present the basis of the intervention, including background on learning theories that supported its design. The intervention asks students to read and reflect on an academic article about the desired skills of aspiring UX practitioners, conduct an inventory of their existing and desired skill sets, and design a visualization to represent their current and future skill levels. We report on how the intervention was implemented in three different programs related to UX (one undergraduate, and two graduate programs). An analysis of the resulting assignments suggests the intervention was effective and valuable and helped give students a better sense of the range of skills required in industry. We conclude with considerations for implementing the intervention.
EduCHI 2023: 5th Annual Symposium on HCI Education
Workshop/Symposium
Gray, C. M., MacDonald, C. M., Lallemand, C., Oleson, A., Carter, A. R. L., St-Cyr, O., and Pitt, C. (2023)
EduCHI 2023 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human–Computer Interaction (HCI) education. Held as part of the CHI 2023 conference, the one-day symposium will feature interactive discussions about HCI educational research, pedagogical innovations, teaching practices, and current and future challenges facing HCI educators. In addition to providing a platform to share pedagogical strategies and continue to build a scholarly knowledge base for HCI education, EduCHI 2023 will also provide opportunities for HCI educators to learn new instructional strategies and deepen their pedagogical knowledge.
Developing a Faculty-Led, Student-Driven UX Consultancy and Research Lab to Support HCI Teaching and Learning
Full Paper
MacDonald, C. M., & Villaespesa, E. (2023)
Integrating real-world projects into courses has long been a common feature of Human-Computer Interaction (HCI) education, as they are a proven method for building HCI students’ knowledge, skills, and confidence. However, the rapid growth of the User Experience (UX) profession has led to increased enrollment in practice-oriented HCI programs while simultaneously introducing a variety of specialties within the industry. As a result, educators are confronted with the unique challenges of (1) providing learning experiences that offer students practical experience with various design and research methods and (2) providing enough of those experiences to support increasingly large cohorts of students. In this paper, we describe one institution’s efforts to address these challenges by developing an education-focused research center devoted to coordinating and facilitating a variety of course-based partnerships for graduate-level UX students.
Design Systems: A scalable model for teaching design systems for UX
Full Paper
Rose, E., MacDonald, C. M., & Putnam, C. (2023)
A design system is a collection of documented elements that embody the design principles and rules of an organization. They also typically include reusable components and patterns (typography, color palettes, form elements, etc.) that designers and developers can use to efficiently create uniform and consistent user interfaces (UIs) across an organization’s suite of digital products. Although design systems are increasingly common in industry, few academic programs are teaching students about design systems. In this Master Class, we will present a model for teaching design systems that is meant to be flexible and scalable to a variety of educational contexts. Attendees will come away with a deeper understanding of what design systems are and where they came from and ideas for how they can incorporate design systems into their teaching practice.
Editorial: Teaching and learning human–computer interaction (HCI): current and emerging practices
Commentary
MacDonald, C. M., Girouard, A., Granollers, T., Joshi, A., Kang, J., Kharrufa, A., & Slegers, K. (2023)
Human–computer interaction (HCI) is the academic discipline dedicated to understanding how humans interact with technology. Since technologies play such a prominent role in our daily lives, ensuring that they are designed to reflect the full spectrum of human abilities, skills, and experiences is more important than ever. Between higher education HCI courses and degrees and practitioner-oriented UX training programs, there are more opportunities than ever to teach and learn HCI, but HCI can be taught from various disciplinary perspectives at different academic levels, in different modalities, and in different institutional contexts. Therefore, for educators, what does it mean to teach HCI? For students, what are the most impactful and effective ways to learn HCI?
Building User Experience (UX) Capacity to Support Digital Transformation: A Case Study of Cooper Hewitt, Smithsonian Design Museum
Full Paper
MacDonald, Villaespesa, Kingberg, Kisicki, and Jackson (2023)
To take full advantage of the potential offered by the digital space, museums and cultural institutions must be able to consistently apply User Experience (UX) methods to create enjoyable and understandable digital interfaces. Unfortunately, many of these organizations lack the resources and in-house expertise to consistently and effectively apply UX methods when designing (or re-designing) their digital products and related services. Our solution to this challenge is to engage in UX Capacity-Building (UXCB), a process through which any organization can gradually create a more UX-friendly culture and build a sustainable and effective internal UX practice. In this paper, we present a case study of implementing a UXCB initiative for Cooper Hewitt, Smithsonian Design Museum, over a nine-month period. We provide a detailed description of our UXCB process, an analysis of how our work impacted the museum’s UX capacity, and reflections about the applicability of our model to other museums and cultural organizations.
“It could be better. It could be much worse”: Understanding Accessibility in User Experience Practice with Implications for Industry and Education
Full Paper
Putnam, C., Rose, E. J., & MacDonald, C. M. (2023)
While accessibility is acknowledged as a crucial component in design, many technologies remain inaccessible for people with disabilities. As part of a study to better understand UX practice to inform pedagogy, we analyzed 58 interview sessions that included 65 senior user experience (UX) professionals and asked them “How do you consider accessibility in your work?” Using transitivity analysis from critical discourse analysis, our findings provide insight into the disparate practices of individuals and organizations. Key findings include the growing role of design systems to structurally address accessibility, and the range of organizational strategies, including dedicated teams. We also found that the categories of accessibility consideration were somewhat superficial and largely focused on vision-related challenges. Additionally, our findings support previous work that many practitioners did not feel their formal education adequately prepared them to address accessibility. We conclude with implications for education and industry, namely the importance of implementing and teaching design systems in human-computer interaction and computer-science programs.
Teaching Design Systems: Towards a flexible and scalable model for the UX classroom
Full Paper
Rose, E. J., MacDonald, C. M., & Putnam, C. (2022).
One of the most important emerging trends in the field of user experience (UX) is the creation and use of design systems, which are a collection of documented elements that embody an organization’s design rules and principles. While design systems are becoming ubiquitous among organizations, especially those with mature design practices, few academic programs teach students how to use or create them. In this experience report, we share details on how we incorporated design systems into assignments and courses in three different academic programs. In this experience report, we provide a definition of design systems and introduce a scalable and flexible model for teaching them. We reflect on our motivations, insights, and lessons learned from implementing this model.
Editor’s Message: Special Issue on Human-Computer Interaction
Commentary
St-Cyr, O., and MacDonald, C. M. (2022)
We are very pleased to welcome you to this special issue of EngageCSEdu Open Educational Resources (OERs) on Human-Computer Interaction (HCI). HCI, as its name indicates, is the study of how humans interact with computer systems. Traditionally, HCI was known as the discipline focused on the design of Graphical User Interfaces (GUIs) for computer applications. Today, this view no longer holds. In fact, as many societies have moved toward advanced computerized technologies, more devices and systems are under the umbrella of HCI.