HCII20: Workshops and Tutorials
Full-Day Workshops
Morning Sessions
Title | Presenter(s) | Summary | Location |
---|---|---|---|
Supporting Individualized Learning-by-Doing in Online Environments (SILOE) |
Vincent Aleven | Workshop participants will use the Cognitive Tutor Authoring Tools (CTAT, ) created at CMU, to create a working tutor prototype. These tools support both (fully) non-programmer and for-programmer authoring. Online learning has become widespread, and many claim it will revolutionize higher education and K-12. How can we make sure online learning is maximally effective? Online courses must offer learning-by-doing experiences to learners and must adapt to learners to individualize these learning experiences. One technique is the use of cognitive modeling to personalize practice of complex cognitive skills in intelligent tutoring systems (ITSs), supported by the CTAT tools. This approach, which has strong roots at CMU, is quite possibly the most impactful application of cognitive science to education. It is also commercially successful. |
NSH 1507 * New Room * |
Journey Mapping & Service Blueprinting (JMSB) |
Kerry Bodine | Customer experience is not just the responsibility of one group or department. Every person in an organization impacts the customer experience in some way, and all employees must be aligned in order to produce customer interactions that are useful, easy and enjoyable. This requires tools that help both frontline and behind-the-scenes staff understand the end-to-end customer experience from the customer perspective — and the role they personally play. In this workshop, participants will get hands-on experience creating journey maps and service blueprints. We’ll discuss what these tools are, how they can be used to drive experience improvements and organizational change, and how participants can leverage them within their own companies. | 300 South Craig Street, Room 172 |
Intro to Game Design (GD) |
Jessica Hammer | In this hands-on workshop, you'll learn some of the fundamental concepts of game design — going deeper than points and levels — and apply them to make your first game. We'll be exploring the playful potential of physical materials, but we'll also discuss how to move the concepts you've learned to the digital realm. Come prepared to get your hands dirty, and bring your sense of fun! | NSH 4602 |
Chris Harrison | A crash course in basic electronics prototyping using Arduino and simple sensors (from buttons and knobs to light and vibration sensors). Designed for people with no prior electronics skills. Some programming experience helpful. Come build a strange gadget or musical instrument! We'll even do some soldering practice. | 407 South Craig Street, Second Floor HCI Loft | |
Speed Dating: Moving Unconventional Product Ideas From Ideation to Iterative Design (SD) |
John Zimmerman |
UX designers rely on design patterns and well-known social mores as guides when designing new products and services. But this does not work when they want to make radically new things — things with no design patterns and things that place interaction into social situations that do not yet exist. When envisioning these new things, it is very easy for design teams to make false assumptions about what people want, or what they will or won't do. It's easy to create products and services customers reject. The speed dating design method helps reduce this risk. When people speed date for romance, they experience tiny sips of many possible, future mates. At the end of the evening, they know very little about any of the people they met, but they have a much clearer idea of what they want and fear. The speed dating design method works the same way. Design teams share scenarios of several provocative, possible futures and then engage a set of target users in conversation about what they desire and what they fear. |
407 South Craig Street, Room 104 |
Afternoon Sessions
Corporate Sponsors
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