![]() |
||||||||||||
![]() |
![]() |
![]() |
||||||||||
|
Research Themes
User Experience My research in user experience has been to develop a more conceptual, theoretically grounded understanding of user experience. Working from a background informed by phenomenology and intentionality, the notion of experience is grounded by the concept of intentionality where a user's experience is always oriented towards some object in the world; it is always about that object (Husserl, 2001). As we engage with the world, our intentional relations with the world changes because the world exerts its own intentionality towards us: a technological intentionality (Ihde, 1990). Our navigation in this world then is largely made up by this dynamic relationship and coming to grips with this situation requires a user to learn from their experience. I want to take this perspective that has been thoroughly developed in the philosophy of consciousness and analyze our interactions with interactive artifacts through this lens. Standard usability problems can be made more nuanced by using the theory of breakdown (Winograd & Flores, 1986) to analyze for instance what causes users to struggle to use and subsequently work around games they use (Ryan & Siegel, 2009). Relevant selected papers I have worked on include:
Visit the publications page for a full listing. Video Game Use and Design Video games have become a pervasive part of our culture and have pushed the development of both hardware technology as well as providing new ways of interfacing with technology. Manovich (2002) argues that video games are one of two industries that have pushed technology to the state it is today—the other being defense technology. I find video games to be a particularly interesting form of learning to use interactive artifacts. Although we have genres which generally separate the types of expectations that will be placed on a user by a game, each game is encapsulated to provide a novel experience for a user requiring a great deal of learning to make each experience meaningful—this is one of the components of games that make them so fun. So, my research in this area has really been to understand the human dimension of games, but also to make that knowledge useful for game designers to walk the balance between games that are too easy providing no challenge and games that are two complex that become overwhelming. Relevant selected papers I have worked on include:
Visit the publications page for a full listing. Design Process Teaching and Learning My early research career has been inspired by the importance of design and the design process. As countless authors have noted, it is impossible to separate the design of an artifact and its use (Petersen, 2002; Croon Fors, 2006; Willis, 1999). To understand completely the interaction and use of any interactive artifact, an account of the design of these artifacts must be included. So far, my investigation into design has just begun, but I do intend to continue this investigation in my future work. Some of the work I have done so far has been with Dr. Siegel's Design Pedagogy group. So far, we have looked at our own design programs as well as some historically important examples such as the Bauhaus and Institute of Design in Chicago in terms of how such programs grow and direct themselves towards their overall goals. So far, there has been only one paper we have even written on this topic:
Visit the publications page for a full listing. References
|
||||||||||||
![]() |
||||||||||||