Research Approaches Flashcards

1
Q

Epistemology

A

Epistemology is a branch of philosophy that deals with the nature and scope of knowledge, how knowledge is acquired, and the validity of knowledge claims. It is concerned with questions related to how we come to know and understand the world, including the methods, sources, and limitations of knowledge.
- Objective
- Subjective

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2
Q

What are the three theoretical approaches to design

A
  • Conservative
  • Pragmatic
  • Romantic
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3
Q

What are the 4 major types of knowledge claims/ epistemology?

A
  • Postpositivism
  • Constructivism
  • Advocacy/participatory
  • Pragmatism
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4
Q

Qualitative research

A

Qualitative research is exploratory and aims to understand human behaviour, experiences, and phenomena in depth. It is concerned with the quality and depth of data rather than numerical measurements.

  • Data Collection: Qualitative research typically involves collecting non-numerical data, such as textual, visual, or audio data, through methods like interviews, observations, focus groups, and open-ended surveys.
  • Data Analysis: Qualitative data is analysed through techniques like thematic analysis, content analysis, and grounded theory. Researchers identify patterns, themes, and meanings in the data to develop rich and nuanced insights.
  • Use in HCI: Qualitative research in HCI is often used to explore users’ perceptions, preferences, and experiences with technology. It can help uncover usability issues, user needs, and design recommendations through a deep understanding of user behaviors and motivations.
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5
Q

Quantitative research

A

Quantitative research aims to quantify and measure variables and relationships between them. It is structured and relies on statistical analysis to draw conclusions.

  • Data Collection: Quantitative research involves collecting numerical data through structured surveys, experiments, or observations. It often uses closed-ended questionnaires with predefined response options.
  • Data Analysis: Quantitative data is analyzed using statistical techniques to identify patterns, correlations, and statistical significance. Researchers aim to make generalizable claims about a population based on the data
  • Use in HCI: Quantitative research in HCI can be used to measure user performance, gather quantitative usability metrics, and assess the statistical significance of design changes or interventions. It provides valuable insights into the effectiveness and efficiency of technology solutions.
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6
Q

Mixed Methods Research

A
  • Nature: Mixed methods research combines both qualitative and quantitative approaches in a single study to provide a more comprehensive understanding of a research problem.
  • Data Collection: Researchers collect both qualitative and quantitative data in a mixed methods study. This allows for a holistic exploration of the research question.
  • Data Analysis: Qualitative and quantitative data are analyzed separately and then integrated to provide a unified interpretation. This integration can help validate findings and offer a more robust understanding of the research problem.
  • Use in HCI: Mixed methods research is beneficial in HCI when researchers want to combine the depth of qualitative insights with the statistical rigour of quantitative data. It can provide a nuanced understanding of user experiences and also assess the impact of technology changes quantitatively.
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7
Q

Knowledge claims

A
  • postpositivism
  • constructivism
  • Advocacy/Participatory
  • Pragmatic
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8
Q

What is the framework for designing research proposals

A
  1. Knowledge claim
    What knowledge claims are being made by the researcher?
  2. Strategies of inquiry
    What strategies of inquiry will inform the procedure?
  3. Methods
    What methods of data collection and analysis will be used?
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9
Q

Postpositivism Knowledge Claim

A
  • Research approach in HCI characterized by confirmatory hypothesis testing.
  • It relies on hypothesis-driven, experimental designs, and the perceived impartiality of methods to claim knowledge free from individual bias and error.
  • Seeks answers through empirical observation and measurement.
  • Aims to discover objective “truth” through research.
  • Consider Emotions and Experiences as measurable.
  • Emphasises the scientific method and quantitative research methods.
  • Objectivism is the epistemology preferred by researchers using the scientific method

Theory verification

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10
Q

Constructivism Knowledge Claim

A
  • Research approach in HCI focused on understanding participants’ context and meaning construction.
  • Rejects the idea of a single objective truth.
  • Believes that meaning is constructed, not inherent.
  • Uses approaches like phenomenology and symbolic interaction to explore meaning construction.
  • Often aimed at theory development.

Theory Generation

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11
Q

Advocacy/Participatory Knowledge Claims

A
  • This knowledge claim shares values with constructivism but goes beyond by actively seeking social change and empowerment.
  • Researchers advocate for specific social or political causes.
  • Involves active participation of participants in shaping the research process.
  • Aims to address and rectify social inequalities and injustices.
  • Challenges conventional assumptions about what needs to be measured and what a design should entail.

Change-oriented

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12
Q

Pragmatic Knowledge Claim

A
  • Pragmatism is characterised by a clear problem-solving orientation. Researchers identify practical problems and seek solutions that can be applied in practice.
  • Focuses on common-sense and observable phenomena.
  • Action-oriented approach in HCI research.
  • Researchers identify concrete problems and work towards practical solutions.
  • Combines research and practice to solve real-world issues.
  • Researchers use both objective and subjective measures, depending on the problem they are addressing.

Real-world practice oriented

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13
Q

Inquiry strategies associated with Quantitative Approach

A

The quantitative approach employs inquiry strategies like experiments and surveys to collect numerical data and draw conclusions based on statistical analysis. Experiments can be either true experiments (with random assignment and control) or quasi-experiments (with limited control). Surveys can be cross-sectional (data collected at a single time point) or longitudinal (data collected over multiple time points), offering insights into population characteristics and temporal changes in variables of interest.

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14
Q

True experiments

A

True experiments are characterized by the manipulation of an independent variable to observe its effect on a dependent variable while controlling for extraneous variables. They typically involve the random assignment of participants into experimental and control groups. True experiments aim to establish causal relationships between variables.

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15
Q

Quasi-Experiments

A

Quasi-experiments share some similarities with true experiments, but they lack random assignment or full control over variables. Researchers in quasi-experiments might use naturally occurring groups or conditions. While they can suggest causation, they are considered less robust in establishing causality compared to true experiments.

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16
Q

Cross-Sectional Studies

A

Cross-sectional studies involve collecting data from a sample of participants at a single point in time. Researchers use questionnaires or structured interviews to gather information about various variables of interest. The goal is often to describe the characteristics of a population or make comparisons between different groups within the population.

17
Q

Longitudinal Studies

A

Longitudinal studies, in contrast to cross-sectional studies, involve collecting data from the same group of participants over an extended period. Researchers gather data at multiple time points to track changes and trends in variables over time. Longitudinal studies are valuable for understanding development, change, and causality as they can reveal patterns and relationships that emerge over time.

18
Q

Strategies associated with the Qualitative Approach

A
  • Ethnographies in which the researcher studies an intact cultural group in a natural setting over a prolonged period of time.
  • Grounded Theory in which the researcher attempts to derive a general abstract theory of a process, action or interaction grounded in the views of participants in a study.
  • Case Studies in which the researcher explores in depth a program, an event, an activity, a process or one or more individuals. The researchers collect detailed information using a variety of data collection procedures over a sustained period of time.
  • Phenomenological research in which the researcher identifies the essence of human experiences concerning a phenomenon as described by participants. Understanding the lived experience.
  • Narrative research a form of enquiry in which the researcher studies the lives of individuals and asks one or more individuals to provide stories about their lives. This info is then retold or restoried by the researcher into a narrative chronology.
19
Q

What are the three main types of research problems in HCI?

A
  • Empirical
  • Conceptual
  • Constructive

This classification of problems in HCI research can help researchers and practitioners better understand the nature of their work and facilitate collaboration and knowledge sharing across different research traditions within HCI

20
Q

Empirical problems

A

Empirical problems involve issues related to studying real-world phenomena related to human-computer interaction. These problems focus on gathering data, conducting experiments, and observing user behavior to understand how people interact with technology.

Subtypes:

  • Unknown Phenomena: These are empirical problems related to discovering new and previously unknown aspects of human-computer interaction. Researchers aim to identify and describe phenomena that have not been extensively studied or understood.
    - Example: Observing and documenting how users interact with emerging technologies, such as augmented reality glasses, to understand novel user behaviors.
  • Unknown Factors: This subtype involves investigating aspects or variables that influence user behavior or interaction but are not well-documented. Researchers seek to uncover and explain these factors.
    - Example: Studying the influence of environmental lighting conditions on touchscreen device usability when this factor has not been previously considered.
  • Unknown Effects: Empirical problems related to unknown effects are concerned with understanding the consequences and impacts of specific design choices or interactions.
    - Example: Analyzing the effects of different notification styles (e.g., pop-up alerts vs. subtle notifications) on users’ attention and task performance.
21
Q

Conceptual Problems

A

Conceptual problems in HCI research pertain to challenges in developing theories, models, and frameworks to explain and understand various aspects of human-computer interaction. These issues are theoretical in nature and can involve clarifying terminology, resolving inconsistencies, or proposing new theoretical constructs.

Subtypes:

  • Implausibility: These conceptual problems arise when existing theories or explanations seem unreasonable or improbable in the context of human-computer interaction. Researchers work to provide more plausible explanations.
    - Example: Reevaluating the traditional model of human memory in the context of digital information storage and retrieval, considering how memory works in the age of smartphones and search engines.
  • Inconsistency: Inconsistency problems involve conflicts or contradictions between theories, models, or principles in HCI research. Researchers aim to reconcile these inconsistencies or provide alternative explanations.
    - Example: Addressing conflicts between different usability guidelines when designing an intuitive user interface and proposing a framework that harmonizes these guidelines.
  • Incompatibility: When two or more theories or approaches in HCI research have assumptions that cannot be reconciled, it leads to incompatibility problems. Researchers work to find common ground or propose new perspectives.
    - Example: Resolving conflicting assumptions between cognitive psychology theories and ecological interface design principles to create a unified framework for interface design.
22
Q

Constructive Problems

A

Constructive problems in HCI research involve the creation of new interactive artifacts, systems, or interventions designed to enhance the user experience or address specific user needs. These problems require a focus on the design and engineering aspects of HCI, seeking innovative solutions and practical outcomes.

Subtypes:

  • No Known Solution: Constructive problems of this type involve creating new interactive artifacts or systems for which there are no existing solutions. Researchers aim to introduce innovative concepts.
    - Example: Designing a novel type of wearable technology that provides real-time language translation, addressing a need that has not been met by current solutions.
  • Partial, Ineffective, or Inefficient Solution: In these problems, researchers focus on improving existing interactions or technologies that have limitations or inefficiencies. The goal is to enhance or optimize these solutions.
    - Example: Enhancing the user interface of an existing mobile app to make it more user-friendly and efficient by addressing usability issues.
  • Insufficient Knowledge or Resources for Implementation or Deployment: This subtype involves challenges related to the practical implementation and deployment of HCI solutions. Researchers work on overcoming barriers, such as resource constraints or technical limitations.
    - Example: Developing a promising augmented reality application but facing limitations in hardware capabilities that hinder its widespread deployment.
23
Q

Contributions of “HCI Research as Problem-Solving” by Antti Oulasvirta and Kasper Hornbaek

A
  • Provides a meta-scientific account of human-computer interaction (HCI) research as problem-solving.
  • Argues that most HCI research is about three main types of problems: empirical, conceptual, and constructive.
  • Elaborates on the concept of problem-solving capacity as a universal criterion for determining the progress of solutions in HCI research.
  • Offers a rich, generative, and “discipline-free” view of HCI, resolving debates about what HCI is or should be.
  • May help unify efforts across different traditions in empirical research, theory, design, and engineering within HCI.
  • Addresses the lack of a coherent view of HCI and good research in HCI, aiming to improve communication, assessment, coordination, and competition in the field.
  • Highlights the value of philosophical views in generating ideas and enhancing the quality of research in HCI.
24
Q

5 criteria for problem-solving capacity (Solution strength)

A
  • Significance
  • Effectiveness
  • Efficiency
  • Transfer
  • Confidence
25
Q

Significance

A

Significance means that a solution addresses a problem that
is important to the stakeholders of the research

26
Q

Effectiveness

A

Effectiveness means that the solution resolves the essential
aspects of the stated problem.

27
Q

Efficiency

A

Efficiency refers to the costs of applying a solution relative
to the gains achieved

28
Q

Transfer

A

How well the solution
transfers to neighbouring problems or other instances of the
problem.