The big hole in HCI research Vassilis Kostakos Center for Ubiquitous Computing University of Oulu, Finland Symposium on HCI Grand Challenges, UCL, London 12 Sep 2016 Why we are here 2 HCI Grand Challenges 3 HCI Grand Challenges 3 HCI Grand Challenges Challenges in HCI 3 HCI Grand Challenges (What) Challenges in HCI 3 HCI Grand Challenges (What) (How) Challenges in HCI 3 Start looking at the big picture 4 HCI 5 http://www.scimaps.org/detailMap/index/the_fundamental_inte_145 6 http://www.mapofscience.com 7 Computer Science http://www.mapofscience.com 7 Computer Science Chemistry http://www.mapofscience.com 7 8 8 8 We lack motor themes 9 We lack motor themes Mainstream topics that are central and well-developed 9 We lack motor themes Mainstream topics that are central and well-developed V. Kostakos. 2015. "The big hole in HCI research", Interactions, vol. 22, no. 2, pp. 48-51 9 10 11 22 23 24 25 26 27 28 HCI4D/ICTD (35) interaction design (35) augmented reality (34) participatory design (33) social networks (33) usability (33) crowdsourcing (32) augmented reality (0.117) communication (0.116) infoviz (0.115) social networks (0.113) awareness (0.112) SNS (0.109) wikis (0.106) infoviz (24) education (24) learning (24) communication (24) TUI (23) awareness (23) participatory design (22) Table 4. Summary of popular, core and backbone topics of HCI in 2004-2013. In bold are keywords that appear in every column. 1994-2003 Stem Cell Research [1] Figure 5. Indicative strategic diagram from other scientific disciplines. Quadrant II Quadrant I Quadrant II Quadrant I Quadrant III Quadrant IV Quadrant III Quadrant IV Figure 4. Strategic diagram for CHI for the period 1994-2003 (left), and 2004-2013 (right). 11 22 HCI4D/ICTD HCI4D/ICTD (35) (35) 22 23 interaction interaction design design (35) (35) 23 24 augmented augmented reality reality (34) (34) 24 25 participatory participatory design design (33) (33) 25 26 social social networks networks (33) (33) 26 27 usability usability (33) (33) 27 28 crowdsourcing crowdsourcing (32) (32) 28 augmented reality reality (0.117) (0.117) augmented communication (0.116) (0.116) communication infoviz (0.115) (0.115) infoviz social networks networks (0.113) (0.113) social awareness (0.112) (0.112) awareness SNS (0.109) (0.109) SNS wikis (0.106) (0.106) wikis infoviz (24) (24) infoviz education (24) (24) education learning (24) (24) learning communication (24) (24) communication TUI (23) (23) TUI awareness (23) (23) awareness participatory design design (22) (22) participatory Table 4. 4. Summary Summary of of popular, popular, core core and and backbone backbone topics topics of of HCI HCI in in 2004-2013. 2004-2013. Table In bold bold are are keywords keywords that that appear appear in in every every column. column. In 1994-2003 Stem Cell Cell Research Research [1] [1] Stem Figure 5. Indicative strategic diagram from other scientific disciplines. 2004-2013 Quadrant II II Quadrant Quadrant II Quadrant Quadrant II II Quadrant Quadrant II Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Figure 4. Strategic diagram for CHI for the period 1994-2003 (left), and 2004-2013 (right). 11 22 HCI4D/ICTD HCI4D/ICTD (35) (35) 22 23 interaction interaction design design (35) (35) 23 24 augmented augmented reality reality (34) (34) 24 25 participatory participatory design design (33) (33) 25 26 social social networks networks (33) (33) 26 27 usability usability (33) (33) 27 28 crowdsourcing crowdsourcing (32) (32) 28 augmented reality reality (0.117) (0.117) augmented communication (0.116) (0.116) communication infoviz (0.115) (0.115) infoviz social networks networks (0.113) (0.113) social awareness (0.112) (0.112) awareness SNS (0.109) (0.109) SNS wikis (0.106) (0.106) wikis infoviz (24) (24) infoviz education (24) (24) education learning (24) (24) learning communication (24) (24) communication TUI (23) (23) TUI awareness (23) (23) awareness participatory design design (22) (22) participatory Table 4. 4. Summary Summary of of popular, popular, core core and and backbone backbone topics topics of of HCI HCI in in 2004-2013. 2004-2013. Table In bold bold are are keywords keywords that that appear appear in in every every column. column. In 1994-2003 Stem Cell Cell Research Research [1] [1] Stem Figure 5. Indicative strategic diagram from other scientific disciplines. 2004-2013 Quadrant II II Quadrant Quadrant II Quadrant Quadrant II II Quadrant Quadrant II Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Figure 4. Strategic diagram for CHI for the period 1994-2003 (left), and 2004-2013 (right). 11 22 HCI4D/ICTD HCI4D/ICTD (35) (35) 22 23 interaction interaction design design (35) (35) 23 24 augmented augmented reality reality (34) (34) 24 25 participatory participatory design design (33) (33) 25 26 social social networks networks (33) (33) 26 27 usability usability (33) (33) 27 28 crowdsourcing crowdsourcing (32) (32) 28 augmented reality reality (0.117) (0.117) augmented communication (0.116) (0.116) communication infoviz (0.115) (0.115) infoviz social networks networks (0.113) (0.113) social awareness (0.112) (0.112) awareness SNS (0.109) (0.109) SNS wikis (0.106) (0.106) wikis infoviz (24) (24) infoviz education (24) (24) education learning (24) (24) learning communication (24) (24) communication TUI (23) (23) TUI awareness (23) (23) awareness participatory design design (22) (22) participatory Table 4. 4. Summary Summary of of popular, popular, core core and and backbone backbone topics topics of of HCI HCI in in 2004-2013. 2004-2013. Table In bold bold are are keywords keywords that that appear appear in in every every column. column. In 1994-2003 Stem Cell Cell Research Research [1] [1] Stem Figure 5. Indicative strategic diagram from other scientific disciplines. 2004-2013 Quadrant II II Quadrant Quadrant II Quadrant Quadrant II II Quadrant Quadrant II Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Quadrant III III Quadrant Quadrant IV IV Quadrant Figure 4. Strategic diagram for CHI for the period 1994-2003 (left), and 2004-2013 (right). 11 Does HCI Matter? 12 Does HCI Matter? • Can HCI demonstrate impact on society? 12 Does HCI Matter? • Can HCI demonstrate impact on society? • Can we point to some successes and take claim? 12 Does HCI Matter? • Can HCI demonstrate impact on society? • Can we point to some successes and take claim? • Can we explain to kids what we do & engage with them? 12 Does HCI Matter? • • • • Can HCI demonstrate impact on society? Can we point to some successes and take claim? Can we explain to kids what we do & engage with them? Will HCI survive competition for funding? 12 Why are there no large HCI consortia? Why are there no HCI community initiatives? 13 What to do? 14 What to do? • Identify Grand Challenges 14 What to do? • Identify Grand Challenges – Motor Themes 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia – Large projects 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia – Large projects – Impact on society 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia – Large projects – Impact on society 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia – Large projects – Impact on society 14 What to do? • Identify Grand Challenges – Motor Themes – Large consortia – Large projects – Impact on society • Change how we do research 14 What to do? • Identify Grand Challenges Top-down – Motor Themes – Large consortia – Large projects – Impact on society • Change how we do research 14 What to do? • Identify Grand Challenges Top-down – Motor Themes – Large consortia – Large projects – Impact on society • Change how we do research Bottom-up 14 A craftsman never blames his tools 15 Tools define trades 16 17 Scientific tools 18 Scientific tools Theory & Protocols 18 Scientific tools Theory & Protocols Instruments 18 Scientific tools Theory & Protocols Instruments Software 18 Scientific tools Theory & Protocols Instruments Software Datasets 18 HCI lacks tools 19 Tools: bottom-up impact 20 Tools: bottom-up impact Teach & educate 20 Tools: bottom-up impact Teach & educate Communicate & collaborate 20 Tools: bottom-up impact Teach & educate Communicate & collaborate Replication & compatibility 20 Tools for HCI research 21 Tools for HCI research • What do our researchers spend time doing repeatedly? 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. • My own research focuses on one such thing: 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. • My own research focuses on one such thing: – Instrumenting mobile devices 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. • My own research focuses on one such thing: – Instrumenting mobile devices 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. • My own research focuses on one such thing: – Instrumenting mobile devices • Forget about helping designers (implications for design) 21 Tools for HCI research • What do our researchers spend time doing repeatedly? – Let's make it easier – Systematic – Documented. • My own research focuses on one such thing: – Instrumenting mobile devices • Forget about helping designers (implications for design) – Try to help your fellow researcher 21 22 Future for HCI Researchers 23 *Roger Peng 24 *Roger Peng 24 *Roger Peng 24 *Roger Peng 24 Graphics *Roger Peng 24 Graphics Algorithms *Roger Peng 24 Graphics Algorithms Networking *Roger Peng 24 Graphics Algorithms HCI Networking *Roger Peng 24 HCI researchers’ skills: 25 HCI researchers’ skills: Prototype-driven Market-ready 25 HCI researchers’ skills: Prototype-driven Market-ready Human Subjects 25 HCI researchers’ skills: Prototype-driven Market-ready Human Subjects Speak to other disciplines 25 Study humans to improve technology 26 Study humans to improve technology 26 Study humans to improve technology Study technology to understand humans 26 Study humans to improve technology Study technology to understand humans The end. 26
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