Reactions to readings due Nov 15th
Christian mogensen@cs.stanford.edu
http://www-pcd.stanford.edu/mogens/377/reaction-1115.html
Qualitative Data
Robson
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Everything you ever wanted to know about qualitative analysis and didn't
want to ask.
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If he could restrain himself to just one paragraph per heading, it would
be a much better guide. i.e. it might be short enough to be useful.
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There is a zeal in documenting and listing everything here:
listing some of the possible memos you could write yourself while
performing a case study; guidelines, memos, for the writing of;
tactics, conclusions, for the drawing of; ad nauseam.
- If the chapter was reorganized, the amount of detail would make sense:
start with high level overview, then describe each method in one paragraph.
Finally let the reader refer to the back of the chapter for the gory details
on, say, causal networks.
- It's interesting that the suggested file structure for qualitative
analysis is hyper-textual. "All files are cross-referenced." Any reason
for this is not given however.
- The qualitative methods described would be very useful in any process
of understanding.
- The editor still hasn't discovered page breaks.
- I liked: the first paragraph of each section.
- I liked: the discussion of displaying qualitative data.
- I liked: the credibility/dependability/confirmability/transferability
distinction in the conclusion.
- I liked: the brief discussion of computer based tools. I wished there
were more discussion of general types of tools. Knowledge management
software like Lotus Notes or the early Lotus Organizer would be dynamite
here, since they generate links on the fly based on keyword weightings.
Storyboard Prototyping
Madsen and Aiken
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A basic paper. Not much quantitative data there. Not even much qualitative
summary of tests. On first reading it seemed neat enough, but on rereading
I felt it was shallow. Ok - it is a preliminary report, but it is frustrating
not to see any sort of data or analysis.
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Their definition of Storyboarding (they quote themselves) is at odds with
my own: storyboarding is a rough pictorial outline of a story or interaction.
Then again, my definition is coloured by the Filmmaking and HCI
course I took last year. What they call a storyboard I would call an
interface prototype or mock-up. You can buy special tools to help you
build these things. (HyperCard, Visual Basic, DemoII, TK are all examples)
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Their HyperCard extensions are limited to "limited interaction modes": pushing
buttons. They take a $1000 Mac and turn it into a $15 VCR control panel.
Now that's progress! This would be admirable had the point been to model
and analyse the existing VCR interface. Unfortunately the point was to
model the user-computer interface, where there is no point in limiting oneself
to the limited modes of teeny buttons.
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A better approach (HyperCard is only good for prototyping this tool, as they
note) is to model types of control, and allow them to be rendered in different
ways: slider, up/down arrows, scroll bar, etc. This is what is known as a
UIMS (User Interface Management System). What you want to be able to do is
say: "these buttons should be a slider", not just "these buttons should go there".
- When they talk of creating families of systems, it is clear they
haven't thought through their examples: Space stations, country-wide
real estate systems. They are describing large-scale UIMS with
embedded semantic knowledge (ie: this requirement means display these
controls), something that has little to do with user-interface mock-up
("storyboards") editing tools.
- I liked: the idea of using interaction playback to help debrief a user.
This apparently led to richer commentary - of course, one must be cautious
of post-facto rationalizations for actions.
- I liked: idea of letting users play with a UIMS-like system.
- Note: their On/Off buttons would give Don Norman heart attack.
A blob in a circle means ON? Or does it mean off?