Program / Schedule

The EduCHI 2023 proceedings are now available in the ACM Digital Library.

Pre-Symposium Events

As part of EduCHI 2023, we hosted a series of free virtual master classes open to all in the EduCHI community of practice. View Accepted Master Classes >

Symposium Program / Schedule

Note: times are listed in local Hamburg time (CEST / UTC+2)

9:00am CEST

Welcome

9:30am CEST

Session 1: Critical & Ethical Perspectives on HCI Education
Challenges in Teaching More-Than-Human Perspectives and Values in Human-Computer Interaction

Tilde Bekker (Eindhoven University of Technology), Eva Eriksson (Aarhus University), Simon Skov Fougt (Aarhus University), Anne-Marie Hansen (Malmö University), Elisabet M. Nilsson (Malmö University), and Daisy Yoo (Eindhoven University of Technology)

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Abstract

In this paper, we discuss challenges emerging in connection to teaching for and with more-than-human values and stakeholder perspectives in human-computer interaction (HCI) curriculum. Re- cently, we have experienced a rise in interest in more-than-human perspectives in various HCI venues. However, there is still a lack of published work on how to teach such perspectives, as well as prac- tical educational resources for supporting the more-than-human HCI in education.

Including critical Approaches in HCI Curricula: A provocation

Hafeni Mthoko, Muhammad Adamu (Lancaster University), Shaimaa Lazem (City of Scientific Research and Technological Applications (SRTA-City)), and Anicia Peters (University of Namibia)

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Abstract

This is not a paper; it is more of a collection and a reflection on tangled ideas and discussions on the politics of engaging multiple worlds in design. Discussions brought by three African HCI researchers on their journey to define an identity for an African HCI curriculum. We invite the readership to engage with our stories and ponder with us these questions: 1) How might we help future designers accept and navigate multiple worldviews, some of which are less dominant? 2) How might we help them navigate uncontested politics and ethics of design encounters? 3) What are the challenges that we educators might face as we introduce critical approaches in the classroom?

Developing Framing Judgment Ability: Student Perceptions from a Graduate UX Design Program

Paul Parsons, Prakash Chandra Shukla, Ali Baigelenov, and Colin Gray (Purdue University)

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Abstract

Making framing judgments is at the heart of design. When faced with complex, open-ended situations, designers need to exercise good judgment to identify the core of the problem at hand and set the boundaries of the conceptual space through which the design process will unfold. While framing ability is broadly recognized as important, the factors that contribute to its development in educational settings are not well understood, particularly in the context of HCI education. In this study, we collected data from master’s students in a UX design program at several points in time across their program journey. We interviewed 11 of these students in their final semester, having them reflect on how their ability to make framing judgments has evolved over time. We highlight pedagogical factors relevant for the development of their framing ability as indicated by the students. Our findings also highlight the impact of framing ability on other design activities and personal design philosophy.

Building “Design Empathy” for People with Disabilities: an Unsolved Challenge in HCI Education

Tamanna Motahar, Noelle Brown, Eliane S. Wiese, and Jason Wiese (University of Utah)

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Abstract

Human-Computer Interaction (HCI) education research strives to integrate inclusion and diversity in classroom teaching. We focus on a key demographic that has been historically underrepresented in design: people with multiple disabilities and/or severe motor disabilities. Since engaging directly with these populations is rarely feasible, we need other ways of teaching students how to consider the challenges, emotions, and lived experiences of these target users. While current approaches in HCI education do engage students in thinking about accessibility through curated disabled experiences (e.g., simulation or personas), these methods do not fully reflect the holistic experience of people with disabilities. We propose a new way of teaching design empathy: immersing students in the real-world experiences of people with disabilities through a curated set of their public social media posts.


10:30am CEST

Coffee Break


11:00am CEST

Session 2: World Cafe Discussions

Each Masterclass presenter will provide a brief summary of their topic area followed by two rounds of 20-minute discussion with those interested in discussing the topic further. Discussions are open to everyone, regardless of whether you attended the masterclass session.

  • Making Prototyping Decisions, Gilly Leshed, Cornell University
  • Building Student Capacity to Engage with Design Methods, Colin Gray & Paul Parsons, Purdue University
  • Teaching Design Systems, Craig M. MacDonald, Pratt Institute
  • Teaching and Learning Positionality in HCI Education, Lilian G. Motti Ader, University of Limerick

12:00pm CEST

Lunch Break


2:00pm CEST

Session 3: Tools, Topics, and Teaching Approaches
Interaction Design as Project-Based Learning: Perspectives for Unsolved Challenges

Lara Piccolo, Daniel Buzzo, Martin Knobel, Prasanna Gunasekera, and Tina Papathoma (CODE University of Applied Sciences)

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Abstract

Project-based learning (PBL) is an educational approach that ac- tively involves students in tackling real-world complex problems in an interdisciplinary way, emphasising critical thinking, collabora- tion and problem-solving skills. In this paper, we share our empirical experience of teaching three different modules of an Interaction Design program: Screen Design, Generative Design and Experience and Behaviour Design within the context of Project-Based Learn- ing. We report on what we consider successful cases, as well as significant barriers encountered by the students. We then discuss some of the unsolved challenges, providing our perspectives for teaching interaction design with PBL.

AI is not a Wildcard: Challenges for Integrating AI into the Design Curriculum

Rahel Flechtner and Aeneas Stankowski (University of Design Schwäbisch Gmünd)

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Abstract

AI technologies are becoming increasingly important for the design of human-computer interactions and user experiences. Through their specialized knowledge and creative problem-solving skills, de- signers are well-positioned to drive stakeholder-centered adaption of artificial intelligence (AI) technology. However, these possibili- ties also pose new challenges for designers and design education. Even though AI has increasingly been entering design education, the structural implementation of AI technologies in the design cur- riculum remains an unsolved challenge. In this paper, we discuss and reflect on our experiences over several years of AI education at design schools. We outline the knowledge and technical intuition on AI we believe students must engage meaningfully with regard- ing AI technology and present our observations on developing and applying these intuitions in different teaching formats. Further- more, we discuss the challenges that might hinder the structural integration of AI into the design curriculum.

A/B Testing as a Pedagogical Tool for Experiment-Inspired Design in HCI Classrooms

Mohi Reza (University of Toronto), Ilya Musabirov (University of Toronto), Nathan Laundry (University of Guelph), Michael Liut (University of Toronto), and Joseph Jay Williams (University of Toronto)

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Abstract

This paper explores the use of A/B testing as a pedagogical tool for iterative design in HCI classrooms and outlines a vision for experiment-inspired design. The traditional focus on the statistical aspects of A/B testing education has meant that the equally crucial role of iterative design embedded within the experimental process has not received commensurate attention. By incorporating iterative design learning activities that are scaffolded by A/B testing tools, HCI students can gain transferable skills and experience in doing multiple cycles of ideation, prototyping, testing, and evaluation, and simultaneously contribute to continual course improvement. We reconsider the role of experimentation in HCI education as a means for exploring complex design spaces. Drawing from our experience in teaching this approach and conducting education research involving sequences of online controlled experiments, we present examples of how to use A/B testing as a pedagogical tool for iterative design in HCI classrooms.

Applying the TPACK model to HCI Education: Relationships between Perceived Instructional Quality and Teacher Knowledge

Margault Sacre (University of Luxembourg) and Carine Lallemand (University of Luxembourg and Eindhoven University of Technology)

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Abstract

nstructional quality in Human-Computer Interaction (HCI) education is crucial to ensure that students acquire the necessary skills to understand the complexity of socio-technical systems and design interfaces and interactions accordingly. Previous empirical evidence suggests that teaching quality is determined by teacher knowledge – domain-specific, pedagogical, and technological knowledge. Through a survey of N=54 HCI instructors, this paper reports on teacher knowledge and investigates its relationship with their perceived teaching quality at different levels of HCI education. Findings show that HCI instructors rated their domain-specific and technological knowledge rather high, while the components of pedagogical knowledge were rated lower. Yet, pedagogical knowledge was related to instructional quality, specifically the degree of cognitive activation provided to students. We contribute by documenting and discussing the strengths and weaknesses of HCI instructors’ knowledge and teaching quality. We draw implications for instructors, institutions and the HCI education community.


3:00pm CEST

Coffee Break


3:30pm CEST

Session 4: Teachable Moments: Reports from the Field
Students’ Self-Evaluations of Contextual Inquiry Techniques

Noelle Brown, Nidhi Patel, Xavier Davis, and Eliane S. Wiese (University of Utah)

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Abstract

How can we assess the quality of students’ Contextual Inquiries (CIs) when we cannot observe them? We present a structured self-evaluation to assess students’ use of CI techniques, where students use pre-defined categories to identify their own successful and unsuccessful instances of following CI principles. In addition to giving the course staff a window into the inquiry, these self-evaluations also illustrate common student misconceptions and missteps such as: missing the overall purpose of a CI, gathering summary rather than concrete data, and struggling to effectively communicate their results. Anticipating these misconceptions can support rubric creation, efficient feedback, and targeted activities for instructors who include CIs in their HCI courses.

Data-I – Interactive Experience of IoT Data: A Practical Tool for IoT Sensor Data in Interdisciplinary Human-Computer Interaction Education

Albrecht Kurze, Karola Köpferl, and Maximilian Eibl (Chemnitz University of Technology)

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Abstract

In this teachable moment we present our approach and tools for an ongoing teaching-learning project that brings the focus of human-data interaction in classical human-computer education, namely a human-centered design process. We explain our motivation, coming from an HCI course open not only for computer science students but for multiple disciplines aiming at integrating an interdisciplinary perspective. We motivate why we chose to focus on simple IoT sensor data and why a hands-on approach is useful for students. We discuss our Sensorkit, which is designed to support students in all relevant stages of the HCD process, from initial exploration, gaining insights and understanding, to prototyping, to evaluating a prototype that collects and visualizes sensor data in a small study with participants.

Developing a Faculty-Led, Student-Driven UX Consultancy and Research Lab to Support HCI Teaching and Learning

Craig M. MacDonald (Pratt Institute) and Elena Villaespesa (National Gallery of Art)

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Abstract

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 a variety of 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.

Projection Mapping in the City: Co-creating Public Digital Installations for Climate Awareness with Animation and Interaction Design Undergraduates

Lars Erik Holmquist and Jo Briggs (Northumbria University)

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Abstract

We report from a project where students created animated public content to promote the urgency of climate change and encourage positive behavior change amongst a city’s citizens and stakeholders. We worked with Newcastle City Council in the UK, whose Net Zero agenda has been formulated to mitigate and adapt to climate change, including by changing public perception and promoting more sustainable lifestyles. 32 final-year Animation and Interaction Design (IxD) undergraduate students worked in a collaborative design process to create seven site-specific public campaigns applying animation and projection mapping technologies. Educational challenges included working with new technology, delivering a professional quality result to an external client, and a short 8-week schedule. The results included an interactive game to engage the public in the concept of plastic bottle deposit recycling scheme; ‘guerilla’ projecting on a major clothing retail store intended to encourage passing shoppers to reflect on their role on the negative aspects of fast fashion; and an installation across some of the underground metro stations to highlight and celebrate the sustainability principles of public transport. Our contribution includes our case study of an agile structured collaborative process, with the dual focus of creating high-quality, engaging and site-specific creative content and promoting a specific aspect of the Council’s policy agenda. Additionally, we discuss insights into tailoring projection mapping and animated content for civic communications purposes and encouraging digital animation students – who typically work on their production independently– to engage in collaborative processes and with civic responsibilities.


4:30pm CEST

Closing: The Future of EduCHI