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.
(what is non-standard interaction?)
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.)Due Thursday 5 November, 23:59 AEDT. The video must be no longer than 330 seconds (5 minutes plus 10%; the CI job rejects anything longer). Participants must be current COMP3900/6390 students: find 3–5 people in your tutorial now and take part in each other’s studies.
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.
Just these sections! Really!
Suggested recording method: Microsoft Powerpoint’s built-in recording tool
Not allowed: no genAI or text-to-speech for the video presentation!
We will talk more about the final project each week.
Next week: I’ll demonstrate recording a presentation in PowerPoint.
Talk: 🙋🏽♀️🤷💁🏻🗣️ Who has a question about the final project? (Or anything else?)
At the start of this course we discussed goals for our systems: usability and user experience.
We found ways to measure them and design for them?
This week is about why people experience an interface the way they do and how this shows up in HCI research and practice.
“Easy”, “frustrating”, “fun”, “lonely”, “creepy” relate to how users’ brains and bodies do with technology.
For each of these aspects, we will talk about how they show up in everyday experience, research that explains it, what to design, and what it might means for your final project.
Why does an interface feel easy or hard?
Watch for: which interface I play without thinking, what I have to remember on the command line, and what happens when I get a command wrong.
The action or faculty of knowing taken in its widest sense, including sensation, perception, conception, etc., as distinguished from feeling and volition… (OED)
Two modes (Kahneman, 2011):
Six processes we could design for: attention, perception, memory, learning, reading/speaking/listening, and problem solving/decision making. (Eysenck & Brysbaert, 2023)
Attention is selection. Context switching costs us time.
A target unique in one feature (colour, shape, size, motion) is found quickly without searching; a combination of features has to be checked item by item (Treisman & Gelade, 1980).
Think back to the demo: Pointing at a pad beats remembering a command.
Intentional learning is hard work; incidental learning (faces, routes, where the button was) is nearly free. People prefer to learn by doing, which only works if doing is safe (Rogers et al., 2023, p. 119).
Reflective cognition is slow and expensive, so everyday decisions run on fast heuristics.
Ways of explaining the why that HCI has built up:
The designer’s conceptual model (metaphors, concepts, mappings) is expressed through the interface; the user builds their own mental model from what they see, and it can be wrong.
Snapchats interface is unlabelled swipes. Spiegel: “difficult to understand or hard to use” (Snap Inc., 2017). New users, and anyone over 25, couldn’t find things. However, 191 million people a day learned the gestures.
Talk: 🙋🏽♀️🤷💁🏻🗣️ A or B?
Why: 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.
Two gaps between a person and a system (D. A. Norman, 1986):
Everyday execution: changing the time on an oven after daylight saving starts.
Everyday evaluation: setting a smart thermostat and perceiving no immediate effect (Hornbæk et al., 2025, p. 312).
Design: the job is to narrow both gulfs so less thinking is needed.
Modern HCI mostly moved on to cognition in context.
We still discuss cognitive load, measured with the NASA-TLX questionnaire: mental, physical and temporal demand, performance, effort, frustration (Hart & Staveland, 1988).
Distributed cognition: the unit of analysis is people plus artefacts. A cockpit “remembers” data via the airspeed dial and a card, not just in pilot’s heads; redesigns must preserve that shared, redundant memory (Hutchins, 1995).
External cognition: we think with representations. Expert Tetris players rotate a piece on screen to see whether it fits rather than imagining it, because recognising is faster than simulating (Kirsh & Maglio, 1994). Offloading (the shopping list), computational offloading (21 × 19 on paper vs XXI × XIX), annotating, tracing (Scrabble tiles).
Design: ask what the environment is already remembering and computing for people, and don’t take it away.
Embodied cognition: we think with our bodies, not just with representations. Remember dancers who learned better by marking: gesture, posture and movement are part of thinking, not just its output (Kirsh, 2013).
Embodied interaction: the physical shape of an interface shapes behaviour. Where people stand at a planning table, what they can reach, and how many can touch it at once decide who participates and how (Hornecker, 2005).
Design: ask what people’s bodies are doing while they use your interface, and whether it uses that or works against it.
The brief asks for non-standard interaction. That’s a risky ask!
Research question seed: Can a first-time user [do the task] with [your interface] without instructions, and what do they believe it is doing?
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.
Your answers are about the social meanings of these channels.
Conversation feels effortless and is a skilled, rule-governed achievement (Sacks et al., 1978):
Research: a step tracker that enforced turn-taking (you can’t log a walk until your partner has) got households talking about their activity, because it borrowed a conversational rule (Rooksby et al., 2015). Chatbots try to join this system and mostly break repair.
A social network inside Gmail, and an empty social network is useless. So:
A test: show the default to a few real people with their real inboxes and ask what they’d hate to see public. More generally, ask: “what’s the worst that could happen?”
Sustainable behaviour is social behaviour: bins, kitchens, cars and laundries are shared.
Research question seed: Does showing [behaviour] alongside [a peer norm] change what people say they will do, and how do they feel about being seen?
Why do people love or hate a thing before they have really used it?
Interfaces can provoke emotions, read them, and be designed for them.
Ortony et al. (2012) model of emotional design, as used by D. Norman (2005):
An interface can win on one level and lose on another: Snapchat’s redesign was arguably better at the behavioural level for new users and a reflective betrayal for existing ones.
Behaviour needs motivation, ability and a trigger at the same moment (Fogg, 2009). Playful triggers: piano stairs, echoing bins.
This is your brief. Which mechanism does your prototype use, and how will you know it worked?
A companion chatbot. People form attachments to it, which is the whole product. Why: anthropomorphism works, and the company then owned that attachment.
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).
Research question seed: How do people describe the experience of [your interaction], and does it change their stated intention to [sustainable behaviour]?
Why does an interface feel the way it does?
| Lens | Because… | Felt as | Case | Ask your participants |
|---|---|---|---|---|
| Cognitive | brains hold only so much | easy, confusing, effortful | Snapchat | What do you think it is doing? |
| Social | people act in front of others | connecting, awkward, exposed | Google Buzz | Who would see this? How does that feel? |
| Emotional | feeling comes first | delightful, annoying, attached | Replika | Best moment? Worst moment? |
Usability tells you that something is hard; this week is about why, which is what turns a finding into a design change.
Who has a question?
Social Interaction
Why does an interface feel connecting, awkward or creepy?
Because people are never just using a device; they are using it in a social existence.
Social media, video calls, group chats and muted microphones all rewired everyday social life.