Communication
169/269
Computer
Science 377X
STS
162/262
Sociology
133/233
Symbolic
Systems 169/269
Computers
and Interfaces: Psychological and Social Issues
Winter, 2003-2004
Monday and Wednesday,
Building 420 (Psychology), Room 041
Section TBA
Professor Clifford Nass (Instructor)
300E McClatchy Hall
Telephone: 723-5499
E-Mail: nass@stanford.edu
Appointments: Joan Ferguson (jcandm@stanford.edu; 650-725-9472)
Isabel Awad (iawad@stanford.edu)
John Hu (huj@stanford.edu)
Jane Wang (wangqy@stanford.edu)
http://coursework.stanford.edu
Overview
This course explores the relationship
between (computer-based) interfaces and human attitudes and behaviors. There are two organizing questions for the
course:
(1)
How do aspects of interfaces affect and interact with the social psychology and
culture of individuals and groups?
(2)
How should the answers to question (1) influence interface design?
The
goal of the course is to provide tools
for answering these questions, rather than simply answering them. You can think of the course as built around
three types of activities:
a)
Consuming. The readings and
lectures will present you with theories of interfaces from both social science
and design perspectives. We will often
read authors who strenuously disagree with each other. Instead of focusing on who’s right and who’s
wrong (although that’s certainly not irrelevant), we will be concerned with the
theoretical and/or empirical methods by which they reached their
conclusions. This part of the course is
designed to give you a set of ideas with which to analyze and create. Your skills in this area will be assessed via
the midterm, final, and section (and secondarily by the projects).
b)
Analyzing. An excellent way to
reinforce an understanding of a theory is to apply it rigorously. In class lectures and in the exams, you will
be asked to apply what you consumed to interfaces. That is, you will be asked to critique
interfaces (drawn from past, present, and future products), from the variety of
perspectives presented in readings, lectures, and section. The goal here is to exercise general ideas by
analyzing how they play out in real interfaces drawn from PC-based software,
the Web, voice portals, handheld devices, etc.. Your skills in this area will be assessed via
the midterm, final, and section (and secondarily by the projects).
c)
Creating. It’s easier to
criticize than to do. It’s also easier
to work along than to work in a group. If
you really understand interfaces and people, you should be able to
create an interface as part of a small group.
Hence, the third type of activity in the course will be a (three-person)
group project in which you will be asked to create a storyboard for a new
product or service and provide arguments that explain why your design is
wonderful! The emphasis here is on
creativity, ingenuity, and playfulness, constrained by meeting the needs of
your target user. Because the most
interesting and educational design projects are those that involve users that
are different from you, and because there is tremendous demand and need for
information technology and services for the developing world, the design
projects will focus on developing countries.
Your projects will be presented at a “Big Idea Festival” which will be
attended by approximately 150 venture capitalists, government officials,
industrial representatives, government representatives, faculty, etc., as well
as your fellow students. There will be
opportunities to make your projects a reality for developing countries via a
number of different opportunities which I’ll discuss in class. Your skills in creating interfaces will be
assessed via the projects (and secondarily by the midterm, final, and section).
Requirements
1. Take-home midterm
2. Take-home final examination
3. Design project (storyboard and
supporting document)
4. Section participation (may not be
required or available for graduate students)
5. Participation as experimental
participants (an on-line questionnaire as well as a maximum of eight hours
total across the ten weeks)
Attendance at lectures is not required,
but it is essential for passing the course: The lectures introduce a great deal
of material that is not covered in the readings.
Required
Books
Hofstadter, D. R. & Dennett, D. C.
(1981). The mind's I.
Nass, C.
(2000). Computers and interfaces: Reading packet.
Reeves, B. & Nass,
C. (1996). The media equation: How people treat
computers, television, and new media like real people and places.
Stork, D. (Ed.) (1997). HAL's legacy: 2001's
computer as dream and reality.
Coursework Website
It
is very important that you register for the course in Axess
IMMEDIATELY (you can certainly drop the course later). Once you register, you will have access to
http://coursework.stanford.edu
which is where I post all of the lecture
outlines, the take-home midterm and final, readings that didn’t get into the
reading packet, class emails, etc..
Also, the class email lists are all generated through coursework via Axess..
Sections
All students must sign up for a section
via Coursework. Section grades will be
based on attendance and quality of participation.
Because
the projects will be based in section, you MUST sign up for the same section as
your project partners (you will have two partners). If you do not choose a partner(s), we will be
happy to create a group out of your section.
You should not be afraid of this: Students who were randomly assigned
partners did better on average than students who chose partners (although there
certainly was variance), which is consistent with the research literature.
Support of Research
All
students will be required to provide up to ten hours of activities in support
of research (it will likely be much less).
In most cases, this will involve being an experimental participant in
experiments studying interface psychology and design. I have found this participation to be a
consistently valuable way to learn about another aspect of interface
research. Indeed, many students have
gotten so excited about experimental research on interfaces that they have pursued
research projects in this area (a wonderful thing!).
If
some students are unable or unwilling to do experiments for any of a host of
reasons (e.g., consistent scheduling conflicts, ethical objections to
participating in experiments, individual characteristics that make one
inappropriate for particular experiments, etc.), I will work out a mechanism to
meet their requirement in a different way (e.g., running subjects, coding data,
etc.).
For the past three years, we have
required a group design project. To say
the least, they have been an incredible hit!
Many students said that it was their best experience at Stanford, and
95% of the students had positive feelings about the projects.
Every year, we make improvements based on
what we’ve learned from years past. First,
we have already set the date for the Big Idea Festival (April 14) so that
students and guests can plan well in advance.
Second, we will have a more effective mechanism for students to follow
up with the influential people they meet at the Festival. Finally, we will provide richer access to
experts in developing countries.
Key
Dates
Friday, January 12 to Monday, January 15 - Section signups
Thursday,
January 15 - Section assignments
Tuesday, January 20 -
Sections begin
Wednesday, February 11 --
Midterm will be posted on the Web
Wednesday, February 18 --
Midterm due at 11 AM
Thursday, March 4 --
Design projects due
Wednesday, March 10 --
Final exam will be posted on the Web
Thursday, March 11 --
Class Festival (probably
Thursday, March 18 --
Final due at
Wednesday, April 14 -
Big Idea Festival from
Grading
Some students
best demonstrate their understanding of course material through exams; others,
through projects. In recognition of
this, we use two different formulas to calculate your grade (see below) and
assign you the higher grade.
Aspect of Course Weight
Final
Exam 40%
Midterm 20%
Design
Project 25%
Sections
(including experiment participation) 15%
Aspect of Course Weight
Final
Exam 25%
Midterm 15%
Design
Project 40%
Sections
(including experiment participation) 20%
Detailed
1. Introduction
to the Course (Wednesday, January 7)
No
2. Basics of Interfaces
(Monday, January 12)
Johnson, S. (1999). Interface culture: How new technology transforms the way we create and
communicate.
Norman, D. A. (1988). The design of everyday things.
Parker,
3. Accelerating
the Achievement of Shared Global Prosperity: Modalities of Personal Engagements (Wednesday,
January 14)
Estes, R. J.
(1998). Developmental social work: A new paradigm for a new century.
Farmer, P.
(2003). Pathologies of power: Health,
human rights, and the new war on the poor.
United
Nations.
(September, 2000). Millennium development goals incorporated in the millennium
declaration." Declaration unanimously adopted by the members of the United
Nations.
Recommended
Nisbet, R. (2003) The geography of thought: How Asians and Westerners think differently …
and Why.
Srinivasan, R. (2002). Village voice: Expressing narrative through
community-designed
ontologies.
MS thesis, MIT.
Weisman,
A. (1999). Gaviotas: A village to reinvent the world.
4. Martin Luther King Day – No Class (Monday, January 19)
5. Virtual Communities (Wednesday,
January 21)
Tetzlaff, David. (2000). “Yo-ho-ho and a server of warez: Internet software piracy and the new global
information economy.” Pp. 99-126 in Herman and Swiss (Eds.), The world-wide web and contemporary cultural theory.
John Perry Barlow (March, 1994). The economy of ideas: a framework for
rethinking patents and copyrights in the digital age (everything you know about
intellectual copyright is wrong). Wired 2.03, 84-90, 126-129.
6.
Virtual Reality (Monday, January 26)
Bailenson, J. N., Beall, A. C.,
Loomis, J., Blascovich, J., & Turk, M. (in
press). Transformed social interaction: Decoupling representation from behavior
and form in collaborative virtual environments. PRESENCE: Teleoperators and Virtual
Environments.
Brooks, Jr., F.P. (1999) What’s real about virtual reality? IEEE Computer Graphics and Applications, 16-27.
7. Fundamentals
of Technology Research (Wednesday, January 28)
Proctor, R.W. & Vu, K.L. (2003) Human information processing: An
overview for human-computer interaction. Pp. 35-51 in J. Jacko &
A. Sears (Eds.), Handbook of
human-computer interaction.
Nass, C. I. &
Mason, L. (1990). On
the study of technology and task: A variable-based approach. Pp.
46-67 in J. Fulk & C. Steinfeld
(Eds.), Organization and communication
technology.
Recommended
Steuer, J.S. (1992). Defining virtual reality:
Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
8. Computers as Humans (Monday, February 2)
Turing, A. (1981). Computing machinery and
intelligence. In Hofstadter, D. R. & Dennett, D.
C. (1981). The mind's I (pp.
53-68).
Hofstadter, D. (1981). The Turing Test: A coffeehouse
conversation. In Hofstadter, D. R. & Dennett, D. C.
(1981). The mind's I (pp. 69-95).
Searle, J. R. (1981). Minds, brains, and
programs. In Hofstadter, D. R. & Dennett, D. C.
(1981). The mind's I (pp. 353-373).
9. Social
Responses to Communication Technology I (Wednesday, February 4)
Reeves, B. & Nass, C. (1996). The
media equation: How people treat computers, television, and new media like real
people and places.
Nass, C. (in press). Etiquette equality: Exhibitions and
expectations of computer politeness. Communications of the ACM.
10. Social Responses to
Communication Technology II (Monday, February 9)
Reeves, B. & Nass, C. (1996). The
media equation: How people treat computers, television, and new media like real
people and places.
11. Voice in Interfaces (Wednesday,
February 11)
Olive, J. P. (1997). "The
talking computer": Text to speech synthesis. In D. Stork (ed.), HAL's legacy: 2001's computer as dream and
reality (pp. 101-130).
Kurzweil, R . (1997). When
will HAL understand what we are saying? Computer speech
recognition and understanding. In D. Stork (ed.), HAL's legacy: 2001's computer as dream and reality (pp. 131-170).
Nass, C. &
Gong, L. (2000). Social
aspects of speech interfaces from an evolutionary perspective: Experimental
research and design implications. Communications of the
ACM.
12. Presidents’ Day – No
Class (Monday, February 16)
13. Computers and Language
(Wednesday, February 18)
Clark, H. (1996). Using language.
Cassell, J. (2002). Nudge nudge
wink wink: Elements of face-to-face conversation for
embodied conversational agents. In J. Cassells, J.
Sullivan, S. Prevost, & E. Churchill (Eds.), Embodied conversational agents (pp.
1-27).
14. Computers and Other Human Abilities (Monday,
February 23)
Brave, S.
& Nass, C. (2002). Emotion in human-computer interaction.
Pp. 251-271 in J. Jacko & A.
Sears (Eds.), Handbook of human-computer
interaction.
Rosenfeld, A. (1997). Eyes for computers: How could HAL
"see". In D. Stork (ed.), HAL's legacy: 2001's computer as dream and reality (pp.
211-236).
15. Computers
and Agents (Wednesday, February 25)
Johnson, S. (1999). Interface culture: How new technology transforms the way we create and
communicate.
Jameson, A. (2002). Adaptive interfaces
and agents. Pp. 305-330 in J. Jacko
& A. Sears (Eds.), Handbook of human-computer interaction.
Lyttinen, K & Yoo, Y. (Eds). (2002). Issues and challenges in
ubiquitous computing (special section). Communication of the ACM, 45(12),
63-65, 67-96.
16. Computers
and Identity (Monday, March 1)
Borges, J. L. (1962). Pierre Menaud,
author of the Quixote. D. A. Yates
& J. E. Irby (Eds.), Labyrinths
(2nd ed.) (pp. 36-44).
Dennett, D. (1981). Where am I? In
Hofstadter, D. R. & Dennett, D. C. (1981). The mind's I (pp. 217-231).
Dennett, D. C. (1997). When HAL kills, who's to blame? Computer ethics. In D. Stork (ed.), HAL's
legacy: 2001's computer as dream and reality (pp. 351-366).
17. Humans as
Computers (Wednesday, March 3)
Bolter,
J. D. (1984). Turing's
man: Western culture in the computer age.
Turkle, S. (1984). The second self: Computers and the
human spirit.
18. General
Models of Technological Effects (Monday,
March 8)
Required
Fisher, C. S. (1985). Studying technology
and social life. In M. Castells
(Ed.), Technology, space, and society:
Emerging trends.
Winner, L. (1977). Autonomous technology.
Shapiro,
C. & Varian, H.R. (1999). Information
rules: A strategic guide to the network economy.
19.
Tying It All Together (Wednesday, March 10)
No Required