Papers by Martin A Siegel
Foley, J., Beaudouin-Lafon, M., Grudin, J., Hudson, S., Hollan, J., Olson, J., & Verplank, B. Workshop on Graduate Education in Human-Computer Interaction. ACM CHI 2005 conference on Human factors and computing systems. Portland, OR. http://hcc. cc. gatech. edu/chi2005workshop. htm, 2005
In this paper we describe the HCI Design Graduate Program at the Indiana University School of Inf... more In this paper we describe the HCI Design Graduate Program at the Indiana University School of Informatics. We pose a series of questions that should be explored by all programs. Author Keywords Design and HCI, Human-centered Design, Interaction Design, Education, Curriculum, Science and Design, Case Studies, Studio-based Learning, Project-based Learning.
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Expert review of pharmacoeconomics & outcomes research, Jan 20, 2015
Socioeconomic inequalities in health are an important research area in health economics and publi... more Socioeconomic inequalities in health are an important research area in health economics and public health. The concentration index has become a well- established measure of income-related health inequalities, and a number of approaches to identify potential causes of health inequalities exist. With the increasing availability of suitable longitudinal data, more sophisticated approaches to monitor inequalities and to identify potential causal relationships between socioeconomic status and health evolved. We first review the concentration index and some more basic approaches to explain health inequalities. We then discuss advantages and potential shortcomings of 'static' and 'dynamic' health inequality measures. We review different concepts of health and socioeconomic mobility, as well as recent studies on the life course perspective and economic changes. Our aim is to provide an overview of the concepts and empirical methodologies in the current literature, and to gui...
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By examining application software as a type of rhetorical artifact, it is possible to highlight i... more By examining application software as a type of rhetorical artifact, it is possible to highlight its social, ethical and moral implications. In this paper, we explore one possibility for such a lens: application software functioning as a visual enthymeme. To explore the applicability of that concept in HCI, we analyze one web application as a first step. In our analysis, we observe that interaction and usability are two features that support an application in functioning as a visual enthymeme. Also, online sharing could help the user take the role of the arguer. Our analysis allows us to outline the elements of a user-centric persuasive experience and shows promise for further explorations regarding the applicability of rhetoric in HCI.
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This paper describes evaluating interactive entertainment by understanding embodied learning in g... more This paper describes evaluating interactive entertainment by understanding embodied learning in games, which is a perspective that situates the learning that a player must go through to play a game in a skill-based environment. Our goal was to arrive at a tool for designers to improve learnability from this perspective. To study embodied learning, we use the concept of breakdown, which happens when our experience fails to aid our everyday actions and decision-making. We conducted a study to investigate learning in games from which we constructed a framework of 17 patterns of breakdown and a set of guidelines to aid heuristic evaluation of video games and to help designers support breakdown in interactions, which support players' learning, so that they do not become breakdowns in illusion, which break players' immersion (19). Author Keywords video games, user experience, learnability, embodied interaction, flow, immersion, entertainment
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In this paper we describe the HCI Design Graduate Program at the Indiana University School of Inf... more In this paper we describe the HCI Design Graduate Program at the Indiana University School of Informatics. We pose a series of questions that should be explored by all programs. Author Keywords Design and HCI, Human-centered Design, Interaction Design, Education, Curriculum, Science and Design, Case Studies, Studio-based Learning, Project-based Learning.
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Fifty randomly selected moderate and low implementing Distar Language teachers were retrained in ... more Fifty randomly selected moderate and low implementing Distar Language teachers were retrained in techniques of correcting students' mistakes and recycling through an instructional task until all of the children in the group responded without error (criterion teaching). As a result of retraining, the experimental teachers performed at a significantly higher level of implementation than the control teachers. In addition, there were significant differences (favoring the experimental group) in achievement (for both a program-specific and program-general measure) on the students' statistically adjusted posttest scores. Implications for research and training in teacher education are discussed. (Author)
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This paper will examine the design of computer/human interfaces from the perspective of two older... more This paper will examine the design of computer/human interfaces from the perspective of two older design professions: architecture and instructional design. Insights can be drawn from these design worlds, lessons learned from their successes and failures. By sharing selected architectural images and instructional strategies, the author will attempt to draw a parallel to interface design. published or submitted for publication
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This panel focuses on the role that technology can play in supporting creative communities and in... more This panel focuses on the role that technology can play in supporting creative communities and in creating a discourse that can lead to creative and innovative ideas within that community. Our view of creativity and innovation is that it mostly develops in small steps as individual and community transformations rather than as creative leaps. The paper explores the design of a narrative tool, WisdomTools Scenarios™, as a vehicle for generating successive group insights as a set of transformations. Particular focus is paid to collaborative work teams and the design of conversation spaces. We are reminded that the story transforms the team as the team transforms the story. We end this paper by suggesting new directions for such interactive narrative tools.
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A computer/human interface functions at the intersection of machines, people, information, and ta... more A computer/human interface functions at the intersection of machines, people, information, and tasks. Growing emphasis within the library and information science community has been placed on the development of these interfaces an aspect of design loosely termed user friendliness. This emphasis becomes increasingly important as the number of computers in libraries continues to rise along with their use by nonspecialists. This clinic focused on the interface requirements of two main user groups: the professionals and staff behind the desk and the patrons in front of the desk. The clinic sessions were organized around a series of presentations to help the professional examine the issues surrounding the design, selection, and evaluation of computer/human interfaces found in libraries. Anyone who has used a word processor, struggled through the intricacies of online database searches, or wondered about improvements to online catalog systems will benefit from reading the papers in this vo...
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interactions
A theoretical sketch exploring the mindsets required for creating interactive technologies that f... more A theoretical sketch exploring the mindsets required for creating interactive technologies that facilitate attitudinal and behavioral change over time.
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There has been an ongoing conversation about the role and relationship of theory and practice in ... more There has been an ongoing conversation about the role and relationship of theory and practice in the HCI community. This paper explores this relationship privileging a practice perspective through a tentative model, which describes a “bubble-up” of ideas from practice to inform research and theory development, and an accompanying “trickle-down” of theory into practice. Interviews were conducted with interaction designers, which included a description of their use of design methods in practice, and their knowledge and use of two common design methods—affinity diagramming and the concept of affordance. Based on these interviews, potential relationships between theory and practice are explored through this model. Disseminating agents already common in HCI practice are addressed as possible mechanisms for the research community to understand practice more completely. Opportunities for future research, based on the use of the tentative model in a generative way, are considered.
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Discussion of the educational effectiveness of textbooks focuses on a model of a virtual textbook... more Discussion of the educational effectiveness of textbooks focuses on a model of a virtual textbook that relies on hypermedia. Highlights include changing roles of teachers, students, and content; systemwide features of the virtual textbook, including interface and object-oriented design; classroom environment; sequencing; and a prototype. (Contains four references.) (LRW)
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Research on design pedagogy has shown that students progress through a variety of barriers on the... more Research on design pedagogy has shown that students progress through a variety of barriers on the path to becoming a successful design practitioner, and that frameworks for explicit reflection can be beneficial to the development of design students. Schön uses the concept of reflection-on-action to describe one form of reflection on design practice, with the eventual goal of improving design processes and judgment. In this study, sketching is used as a form of reflection-on-action in a first semester intensive course in interaction design (IxD). This sketch reflects the student’s current understanding of the “whole game” or holistic view of design in IxD. Current practitioners in IxD companies were asked to draw the “whole game” sketch as well. Parallels among the sketches and areas of divergence are discussed. In summary, students shifted from abstract, linear representations of process early in the semester to more concrete, iterative representations by the end of their first seme...
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Journal of Educational Technology Systems
Presents an overview of the PLATO Corrections Project (PCP) in Illinois and Minnesota, and descri... more Presents an overview of the PLATO Corrections Project (PCP) in Illinois and Minnesota, and describes recent curriculum development efforts in adult reading comprehension and vocabulary development. Data collected on student/instructor usage, attitudes, and achievement demonstrate that the PCP system is feasible, attractive, and effective in corrections education. (Author/JEG)
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The Corrective Feedback Paradigm (CFP), a computer-based instruction model, addresses the problem... more The Corrective Feedback Paradigm (CFP), a computer-based instruction model, addresses the problem of inefficient sequencing of items in a set to be learned by suggesting the use of an increasing ratio review schedule for presenting drill items. With this system, items answered correctly are either removed from the list entirely or replaced at the end of the stack of items; if an incorrect answer is given, the missed item is inserted in the stack of drill items according to a specified spaced review schedule. To determine the effectiveness of increasing ratio review for teaching generalizable concepts, 51 subfreshman, enrolled in one of three Algebra I classes at a university laboratory high school, utilized the PLATO system to study the generalizations suggested by the relationship between the equations for curves. For purposes of the experiment, three drill paradigms were used: (1) increasing ratio review with generalized item generation (IRR-GEN); (2) increasing ratio review with ...
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ABSTRACT We describe the “case story” of our Human-Computer Interaction Design (HCI/d) program th... more ABSTRACT We describe the “case story” of our Human-Computer Interaction Design (HCI/d) program that integrates design and HCI at the School of Informatics (SOI) at Indiana University at Bloomington (IUB), a research-oriented institution. The program has as its foundation a vision for why it is important to integrate HCI and design as a coherent research and learning enterprise in the multidisciplinary environment of an informatics school.
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This report describes a computer drill called the Corrective Feedback Paradigm (CFP) and summariz... more This report describes a computer drill called the Corrective Feedback Paradigm (CFP) and summarizes a research study which examines the effects of the CFP on posttest and time to mastery achievement. The CFP, which embodies the use of such principles as mastery learning, increasing ratio review, and discrimination training, is capable of being implemented on any computer-assisted instruction system, including micro-based systems. In this analysis of the program, 120 college seniors were required to learn 20 English-Japanese transliterated word pairs. Treatment groups were then examined according to the type of corrective feedback given, and the type of training and review procedures used. Results indicated that increasing numbers of ratio review techniques should be employed in computer drills, and that discrimination training should be provided after error feedback. Examples of CFP drills on reading comprehension and constitutional history are included, as well as recommendations f...
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Papers by Martin A Siegel