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COMMUNITY WEB PROJECTS TO SUPPORT HUMAN-COMPUTER<br />

INTERACTION EDUCATION<br />

Carol Kilpatrick<br />

Department of Mathematics and Computer Science<br />

Georgia State University<br />

Atlanta, Georgia USA<br />

matcek@cs.gsu.edu<br />

Overview and Context<br />

Rationale, goals and experiences related to class Web projects with community organizations are described. The projects<br />

were done over the past eight months to support learn<strong>in</strong>g <strong>in</strong> Human-Computer Interaction (HCI) classes at Georgia State<br />

University (GSU). GSU is a large, urban university located <strong>in</strong> downtown Atlanta. HCI class size is usually 15-20<br />

students (most students are computer science majors). Projects usually <strong>in</strong>volved teams of two students and two members<br />

from an Atlanta area organization.<br />

Why Community Web Projects <strong>in</strong> HCI Education?<br />

There are a number of reasons the Web is useful <strong>in</strong> HCI education. Interaction possibilities on the Web are <strong>in</strong>creas<strong>in</strong>g.<br />

Students can apply results and techniques from HCI research and practice <strong>in</strong> their Web projects. They can modify and<br />

reflect on these results and techniques with<strong>in</strong> the context of the new technology of the Web. Current professional<br />

<strong>in</strong>volvement with<strong>in</strong> the HCI community provides an excellent model for student <strong>in</strong>volvement with usability and the<br />

Web. Examples <strong>in</strong>clude workshops on HCI and the Web at CHI96 and Hypertext96, the recent symposium, The<br />

Miss<strong>in</strong>g L<strong>in</strong>k: Hypermedia Usability Research and The Web and the monthly Alert Box column by Jakob Nielson of<br />

Sun Microsystems.<br />

Project Goals and Examples<br />

Six fundamental goals provide the framework I used for design<strong>in</strong>g the structure of these HCI projects. Each goal is listed<br />

followed by examples of how these goals were met with the community Web projects.<br />

1. Provide student exposure to actual users. The HCI student role is to br<strong>in</strong>g technical expertise about <strong>in</strong>teraction and<br />

usability to a project. The community participant role is to br<strong>in</strong>g user, doma<strong>in</strong> expertise. The community participants<br />

provided concrete, relevant experience for students to test various HCI techniques associated with user-centered design.<br />

In addition, the projects provided a spr<strong>in</strong>gboard for consideration of social and organizational issues (important<br />

considerations <strong>in</strong> HCI) related to the Web.<br />

2. Provide students with experience concern<strong>in</strong>g current HCI issues and methods. A goal of class projects is to<br />

provide concrete experience that supports student understand<strong>in</strong>g of course content areas. The follow<strong>in</strong>g examples<br />

describe HCI content areas <strong>in</strong>corporated.<br />

One team used a technique discussed <strong>in</strong> the design of Sun's Web site. The technique is used to generate a user model of<br />

an <strong>in</strong><strong>format</strong>ion space and is based on a card sort<strong>in</strong>g technique outl<strong>in</strong>ed <strong>in</strong> the Sun Web site discussion. Several class<br />

teams used a th<strong>in</strong>k<strong>in</strong>g-aloud protocol [Nielson 94] for user observation. For example, one team worked with a local<br />

library to design a prototype document search application. They used a th<strong>in</strong>k<strong>in</strong>g-aloud protocol to observe use of several<br />

similar Web-based search applications currently <strong>in</strong> use at other libraries. One class did an exercise us<strong>in</strong>g heuristic<br />

evaluation [Nielson 94] and then read an article relat<strong>in</strong>g to heuristic evaluation of Web sites, "Guidel<strong>in</strong>es for Design<strong>in</strong>g<br />

Usable World Wide Web Pages" [Borges et al. 96]. A team then led student heuristic evaluations of several student Web<br />

applications.<br />

W<strong>in</strong>ter and summer quarters, all class teams used a software design technique based on the participatory design [CACM<br />

93] method, PICTIVE [Muller 93, Muller et al. 95]. With PICTIVE, design team members use common office supplies<br />

such as paper, <strong>in</strong>dex cards, felt-tip pens, sticky notes, etc. for group design work (see several PICTIVE-based student<br />

examples). PICTIVE promotes mutual learn<strong>in</strong>g and equity <strong>in</strong> expression by all members of a design team. Students and<br />

community participants found PICTIVE an effective communication vehicle dur<strong>in</strong>g their Web project design.<br />

3. Incorporate service learn<strong>in</strong>g. "Service learn<strong>in</strong>g connects young people to their community, plac<strong>in</strong>g them <strong>in</strong><br />

challeng<strong>in</strong>g situations where they associate with adults and accumulate experiences that can strengthen traditional<br />

academic studies" [Service Learn<strong>in</strong>g 93]. Students chose projects from a variety of community organizations <strong>in</strong>clud<strong>in</strong>g,<br />

a local geriatric center, a group <strong>in</strong>volved with medically fragile children, the Georgia Lung Association, a small

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