scholarly journals Teaching Human-Computer Interaction Modules—And Then Came COVID-19

2021 ◽  
Vol 3 ◽  
Author(s):  
Lizette De Wet

In teaching Human-Computer Interaction at university level, it has always been beneficial to explain the related theory and engage students in a practical way, whether individually or in groups. And then came COVID-19. Face-to-face classes were replaced by emergency remote teaching methods. Students became student numbers in cyber space. The danger became real to convert back to the traditional way of presenting lectures, namely a lecturer doing all the talking and the students being the passive audience. This paper describes how the author had to adapt and innovate in terms of teaching Human-Computer Interaction modules to university students in a practical way during the COVID-19 pandemic. Frequent online quizzes, audio messages, online group discussion, smaller topic-dedicated practical activities, and webinars encouraging student participation, were employed. Instead of having access to eye-tracking technology in a usability laboratory, students had to innovate for usability evaluation assignments by employing observation, think-aloud protocols, and performance and self-reported metrics as data gathering methods. The laboratory had to be replaced by COVID-compliant places of residence. The outcomes of adapting previously-used teaching methods and inventing new ways to encourage student participation, were surprisingly positive. An additional advantage was that many of these methods turned out to be so successful that their application could be continued and extended to post-pandemic times for a blended learning approach to further enrich Human-Computer Interaction teaching.

2009 ◽  
pp. 1423-1435
Author(s):  
Bolanle A. Olaniran

Recent trends and rapid improvement in technology such as computer-mediated communication (CMC) and increasing bandwidth in the Internet are facilitating increased electronic interactions (i.e., e-interactions otherwise known as or commonly referred to as the human computer interaction (HCI)). CMC technology systems are a common occurrence in educational institutions as administrators attempt to encourage technology usage and instructors race to learn and implement CMC use in their classrooms and students demand greater flexibility and control in how they learn. Notwithstanding is the need to decide which forms of HCI technology to use, how to use them, and what benefits can accrue from such usage. The discussion here explores each of these issues, but more specifically will focus on addressing the case for blending e-interactions with the traditional face-to-face (FTF) communication medium while addressing the appropriateness of such combination.


2014 ◽  
Vol 43 (5) ◽  
pp. 595-625 ◽  
Author(s):  
S. Shyam Sundar ◽  
Saraswathi Bellur ◽  
Jeeyun Oh ◽  
Haiyan Jia ◽  
Hyang-Sook Kim

A critical determinant of message interactivity is the presence of contingency, that is, the messages we receive are contingent upon the messages we send, leading to a threaded loop of interdependent messages. While this “conversational ideal” is easily achieved in face-to-face and computer-mediated communications (CMC), imbuing contingency in human-computer interaction (HCI) is a challenge. We propose two interface features—interaction history and synchronous chat—for increasing perceptions of contingency, and therefore user engagement. We test it with a five-condition, between-participants experiment ( N = 110) on a movie search site. Data suggest that interaction history can indeed heighten perceptions of contingency and dialogue, but is perceived as less interactive than chatting. However, the chat function does not appreciably increase perceived contingency or user engagement, both of which are shown to mediate the effects of message interactivity on attitudes toward the site. Theoretical implications for interactivity research and practical implications for interaction design are discussed.


2020 ◽  
Author(s):  
Simon D'Alfonso ◽  
Reeva Lederman ◽  
Sandra Bucci ◽  
Katherine Berry

UNSTRUCTURED The therapeutic alliance (TA), the relationship that develops between a therapist and a client/patient, is a critical factor in the outcome of psychological therapy. As mental health care is increasingly adopting digital technologies and offering therapeutic interventions that may not involve human therapists, the notion of a TA in digital mental health care requires exploration. To date, there has been some incipient work on developing measures to assess the conceptualization of a digital TA for mental health apps. However, the few measures that have been proposed have more or less been derivatives of measures from psychology used to assess the TA in traditional face-to-face therapy. This conceptual paper explores one such instrument that has been proposed in the literature, the Mobile Agnew Relationship Measure, and examines it through a human-computer interaction (HCI) lens. Through this process, we show how theories from HCI can play a role in shaping or generating a more suitable, purpose-built measure of the digital therapeutic alliance (DTA), and we contribute suggestions on how HCI methods and knowledge can be used to foster the DTA in mental health apps.


2013 ◽  
Vol 347-350 ◽  
pp. 2789-2792
Author(s):  
Xu Tian ◽  
Yan Ling Lv

The development of multimedia technology in computer science enriches the traditional English teaching methods. As soon as the new technology applies to the English teaching, it arouses the attention and is welcomed by the English teaching professors both abroad and at home. At present, the multimedia soft wares are widely applied to the English teaching, which has fully realizes the human-computer interaction. Among those soft wares, authorware brings enormous advantages for the English teaching and study for both the teachers and the students. In this essay, that authorware is applied to the English teaching is discussed.


Author(s):  
Yong Che ◽  
C. B. Sivaparthipan ◽  
J. Alfred Daniel

AbstractCollege physical education system is an essential component of the national health plan. Promoting the technical and modernized construction of the physical education curriculum in colleges and universities is crucial to enhance higher education's science and performance. In this technological era, the Internet of Things (IoT) is used in physical education to train and record physical activities. In this research, the AI-based IoT system (AI-IoTS) Wearable technology is promoted for IoT-based Human–Computer Interaction for College Physical education. This AI-IoTS consist of a Cloud Platform and three layers of AI. The AI-IoTS recognizes the data required for the students. Collect the data from the cloud using an IoT platform and processes it with the help of AI. The student can train themselves using wearable technology without the help of the Physical instructor. The simulation method of the proposed framework "AI-IoTS" proved that it could collect and teach students independently. The proposed AI-based IoT System (AI-IoTS) Wearable technology for IoT-based Human–Computer Interaction for College Physical education has been validated based on the optimization parameter, which outperforms conventional methods.


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