Dr Charles Martin
Note: the primary submission document is a 5-minute recorded presentation! (make it good!)
Sustainable living through technology: You woke up this morning, checked your email, and found that you have a new job—ANU Student Lead for Sustainable Living!
Your challenge is to help university students adopt sustainable behaviours in their everyday lives guided by the UN Sustainable Development Goals (SDG) which call for urgent action on climate change, responsible consumption, and sustainable communities.
You will need to choose a focus (e.g., energy use, waste reduction, transportation, consumption), prototype and evaluate an interface to make sustainable living more accessible, engaging or effective. Your system should involve a level of non-standard interaction, either through unusual use of standard computer IO hardware, or a novel interface.
project-presentation.mp4project-documentation.md which
follows the provided headings (N.B.: this text may be a
transcript of your spoken presentation with references and images, it
may also be a slightly different text.)Your presentation and documentation will have the following sections:
Research Question, Plan, and Conclusions
Prototype Design and Features
Research Data, Analysis and Findings: N.B. you can choose to collect either qualitative, quantitative, or both
COMP6390 Only—Positionality Statement: critically reflect on your presence and influence within the technology design process in a statement of positionality.
Suggested recording method: Microsoft Powerpoint’s built-in recording tool
Not allowed: no genAI or text-to-speech for the video presentation!
Talk: 🙋🏽♀️🤷💁🏻🗣️ Who has a question about the final project? (Or anything else?)
The way we think affects how we act and interact in our life.
We can design systems to cope well with human cognition to fit well with our capacity for remembering, deciding, perceiving, and attending.
A definition from Oxford English Dictionary:
The action or faculty of knowing taken in its widest sense, including sensation, perception, conception, etc., as distinguished from feeling and volition…
Cognitive processes can change depending on the problem:
A famous frame for this difference is “fast and slow thinking” (Kahneman, 2011).
Selecting things to focus on, relevant to our needs, from possibilities.
accumulation of skills and knowledge through memory (Rogers et al., 2023, p. 119)
Learning theory concept: “zone of proximal development”—we should get users into that state!
A mental model is our internal understanding of how a system works.
New users, and anyone over 25, found Snapchat baffling: friends’ stories and publishers’ content in one list.
Talk: 🙋🏽♀️🤷💁🏻🗣️ A or B? Who do you test it with first: new users, or people already opening it 20 times a day? 2 minutes.
Concept: an app you open dozens of times a day gets run from memory, not read off the screen. A better conceptual model can still be a worse interface.
The test: timed habitual tasks with existing expert users, not just first-run tasks with new ones. Week 8’s method, different participants.
influential early HCI framework describing gaps between user and interface (D. A. Norman, 1986)
our bodies and experiences shape how we perceive, feel, and think (Hornecker, 2005)
Think: Let’s consider one angle on social computer use.
What are the kinds of situations in which you would phone someone (rather than text)?
Write for 2-3 minutes, vote for 1 minute, then let’s discuss.
fundamental part of everyday life; how does technology mediate this?
conversation may seem effortless but is a skilled collaborative achievement. how do these unfold?
supporting people in activities when they are interacting in the same physical space
A social network inside Gmail, and an empty social network is useless. So:
The test: show the default to a few real people with their real inboxes and ask what they’d hate to see public (week 4 methods, aimed at a default). Email frequency is not consent.
games designed to facilitate social interaction between two or more players who are aware of each other’s presence and actions
How do our emotions manifest in interaction?
Can designing for emotions help us in our tasks, or help us manage them?
Understanding emotions assists with design. Positive and negative emotional states have different effects on creativity and tolerance (D. Norman, 2005)
Ortony et al. (2012) model of emotional design:
persuasive design uses interface techniques to change user behavior and thinking
anthropomorphism is the human tendency to attribute human qualities to animals and objects, widely applied in technology design
A companion chatbot. People form attachments to it, which is the whole product.
Careful: once people are attached to a system, changing it isn’t just a product decision! Replika restored the feature seven weeks later, for old accounts only (Cole, 2023b).
Who has a question?
Social Interaction