International audienceInteractive technologies have a profound mediating effect on the way we obtain and contribute to knowledge, relate to each other and contribute to society. Often, "gender" is not a factor that is explicitly considered in the design of these technologies. When gender is considered, products are often designed with idealised models of gendered "users" -- designed for men, designed for women, designed for boys, designed for girls, or designed for the "average user" who could be male or female. However, the ways in which gender-bias or gender-neutrality are constructed in the design process and the resulting effect on the interactive artifacts that are produced is not well understood. This workshop will address what HCI is currently bringing, and can bring, to the table in addressing this issue
Timelines provides perspectives on HCI history, glancing back at a road that sometimes took unexpected branches and turns. History is not a dry list of events; it is about points of view and differing interpretations.
Jonathan Grudin, Editor
During the development of Windows Vista we had the opportunity to invest in new methods to understand user behavior. We leveraged standard usability methods to work on feature areas during development; however, we had to invent and adapt new approaches to measure holistic experiences. In this area user research methods are evolving, due to the integration of technologies and changes in the definition of a successful experience. While considering the methods that suited our needs, a user research framework was created. This helped us manage investments in research activities. The framework is organized along two dimensions: perspective and time. Perspective refers to the breadth of the experience being considered: 'narrow' defines a focus on an individual feature area or small product area, and 'broad' defines a focus on an integrated experience. Time can indicate either a product cycle or real time. For product cycle most of the research is spent on the evaluation of the designs of the features and experiences related to predicting user behavior for a particular release of a product, whereas real time is our research investment into understanding how products are used in the wild without our intervention. Each quadrant of the two-dimensional framework highlights different research methods and purposes. It's important to realize that the value of the framework comes from the integration of findings that provides a rich holistic picture of our users to ultimately guide product decisions. This paper describes some of the methods that were evolved and created during the development of Windows Vista and their relationship to the user research framework. The methods described in the paper include user experience score-carding, measurement of desirability, and the impact of the consumer adoption program. These methods continued to be used today in the development of Windows 7.
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