Teaching Design of Technologies for Collaborative Interaction in Physical-Digital Environments

Gökçe Elif Baykal, Olof Torgersson, Peter Ruijten, Eva Eriksson
pp.  53 – 71, download


There is an increasing awareness of the importance of considering and mediating human collaboration in the design of technology. There are several research approaches focused on this, such as e.g., computer supported cooperative work (CSCW) and computer supported cooperative learning (CSCL), however, less attention has been given to developing educational materials for the role that technology play in mediating human collaboration in human-computer interaction (HCI) in physical, digital and hybrid spaces, why hands-on teaching activities are insufficient. In this paper, we present an emergent pedagogical framework on teaching for collaborative interaction in HCI, consisting of a collection of eleven pedagogical patterns. The paper is based on results from applying a modified pedagogical design pattern approach in the iterative development of an open educational resource containing teaching patterns, and from pilot testing of patterns with students. Preliminary results from pilot testing indicate that teachers experience an increased capacity to teach design of technologies that mediate human collaborative interaction in relevant and innovative ways. As part of “Design Education for Hybrid Environments” special issue, we hope this emerging pedagogical framework can provide teachers with inspiration to sensitize their students and make them better prepared to become responsible designers of technologies for collaborative interaction and contribute crafting next-generation physical, digital and hybrid spaces.

Keywords: HCI, teaching, collaboration, CSCW, higher education, hybrid environments

1. An Open Educational Resource: Teaching Technology Design for Collaborative Interaction (TEDCO). 2023. https://tedco.se/
2. Olav W Bertelsen and Susanne Bødker. 2003. Activity theory. HCI models, theories, and frameworks: Toward a multidisciplinary science (2003), 291–324.
3. John B. Biggs and Kevin F. Collis. 1982. Evaluating the quality of learning: The SOLO taxonomy. Academic Press., New York.
4. Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3, 2 (Jan. 2006), 77–101. https://doi.org/10.1191/1478088706qp063oa
5. Robert O Briggs. 2006. On theory-driven design and deployment of collaboration systems. International Journal of Human-Computer Studies 64, 7 (2006), 573–582.
6. Barry Brown, Johan Lundin, Mattias Rost, Gustav Lymer, and Lars Erik Holmquist. 2007. Seeing Ethnographically: Teaching ethnography as part of CSCW. In ECSCW 2007. Springer London, 411–430. https://doi.org/10.1007/978-1-84800-031-5_22
7. Elizabeth F. Churchill, Anne Bowser, and Jennifer Preece. 2013. Teaching and Learning Human-Computer Interaction: Past, Present, and Future. Interactions 20, 2 (mar 2013), 44–53. https://doi.org/10.1145/2427076.2427086
8. Peter Dalsgaard, Kim Halskov, and Clemens Nylandsted Klokmose. 2013. Blended Interaction Spaces for Collaborative Design; Conference date: 28-04-2013 Through 28-04-2013.
9. Clarence A. Ellis, Simon J. Gibbs, and Gail Rein. 1991. Groupware: Some Issues and Experiences. Commun. ACM 34, 1 (Jan. 1991), 39–58. https://doi.org/10.1145/99977.99987
10. Barrett Ens, Joel Lanir, Anthony Tang, Scott Bateman, Gun Lee, Thammathip Piumsomboon, and Mark Billinghurst. 2019. Revisiting Collaboration through Mixed Reality: The Evolution of Groupware. Int. J. Hum.-Comput. Stud. 131, C (nov 2019), 81–98. https://doi.org/10.1016/j.ijhcs.2019.05.011
11. Eva Eriksson, Gökçe Elif Baykal, Olof Torgersson, and Staffan Bjork. 2021. The CoCe Design Space: Exploring the Design Space for Co-Located Collaborative Games That Use Multi-Display Composition. In Designing Interactive Systems Conference 2021 (Virtual Event, USA) (DIS ’21). Association for Computing Machinery, New York, NY, USA, 718–733. https://doi.org/10.1145/3461778.3462023
12. Eva Eriksson, Elisabet M. Nilsson, Anne-Marie S. Hansen, and Tilde Bekker. 2022. Teaching for Values in Human-Computer Interaction. Frontiers in Computer Science 4 (Feb. 2022). https://doi.org/10.3389/fcomp.2022.830736
13. Tilde Bekker, Eva Eriksson, Simon Skov Fougt, Anne-Marie Hansen, Elisabet M. Nilsson, and Daisy Yoo. 2023. Challenges in Teaching More-Than-Human Perspectives in Human-Computer Interaction Education. In Proceedings of the 5th Annual Symposium on HCI Education (pp. 55-58). https://doi.org/10.1145/3587399.3587406
14. Christopher Frauenberger and Peter Purgathofer. 2019. Ways of Thinking in Informatics. Commun. ACM 62, 7 (June 2019), 58–64.
15. Fernando Garcia-Sanjuan, Javier Jaen, and Vicente Nacher. 2016. Toward a General Conceptualization of Multi-Display Environments. Frontiers in ICT 3 (Sept. 2016). https://doi.org/10.3389/fict.2016.00020
16. Peter Goodyear. 2005. Educational design and networked learning: Patterns, pattern languages and design practice. Australasian Journal of Educational Technology 21, 1 (March 2005). https://doi.org/10.14742/ajet.1344
17. Paul Ten Have. 2003. Teaching students observational methods: visual studies and visual analysis. Visual Studies 18, 1 (April 2003), 29–35. https://doi.org/10.1080/1472586032000100047
18. Dariusz Jemielniak and Aleksandra Przegalinska. 2020. Collaborative society. MIT Press.
19. Robert Johansen. 1988. GroupWare: Computer Support for Business Teams. The Free Press, USA.
20. Victor Kaptelinin and Bonnie A Nardi. 2006. Acting with technology: Activity theory and interaction design. MIT press.
21. Kari Kuutti et al. 1996. Activity theory as a potential framework for human-computer interaction research. Context and consciousness: Activity theory and human-computer interaction 1744 (1996).
22. Diana Laurillard. 2012. Teaching as a design science: building pedagogical patterns for learning and technology. Routledge, New York, NY.
23. Sus Lundgren, Joel E. Fischer, Stuart Reeves, and Olof Torgersson. 2015. Designing Mobile Experiences for Collocated Interaction. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work &amp Social Computing. ACM. https://doi.org/10.1145/2675133.2675171
24. David Martin, Tom Rodden, Mark Rouncefield, Ian Sommerville, and Stephen Viller. 2001. Finding Patterns in the Fieldwork. In ECSCW 2001. Kluwer Academic Publishers, 39–58. https://doi.org/10.1007/0-306-48019-0_3
25. Thomas Neumayr, Hans-Christian Jetter, Mirjam Augstein, Judith Friedl, and Thomas Luger. 2018. Domino. Proceedings of the ACM on Human-Computer Interaction 2, CSCW (Nov. 2018), 1–24. https://doi.org/10.1145/3274397
26. Thomas Neumayr, Banu Saatci, Sean Rintel, Clemens Nylandsted Klokmose, and Mirjam Augstein. 2021. What was Hybrid? A Systematic Review of Hybrid Collaboration and Meetings Research. arXiv preprint arXiv:2111.06172 (2021).
27. Thomas Olsson, Pradthana Jarusriboonchai, Paweł Woźniak, Susanna Paasovaara, Kaisa Väänänen, and Andrés Lucero. 2019. Technologies for Enhancing Collocated Social Interaction: Review of Design Solutions and Approaches. Computer Supported Cooperative Work (CSCW) 29, 1-2 (Feb. 2019), 29–83. https://doi.org/10.1007/s10606-019-09345-0
28. Jenny Preece, Yvonne Rogers, and Helen Sharp. 2019. Interaction Design. John Wiley & Sons, Chichester, England.
29. Alexander Schäfer, Gerd Reis, and Didier Stricker. 2022. A Survey on Synchronous Augmented, Virtual, AndMixed Reality Remote Collaboration Systems. ACM Comput. Surv. 55, 6, Article 116 (dec 2022), 27 pages. https://doi.org/10.1145/3533376
30. Kjeld Schmidt and Liam Bannon. 2013. Constructing CSCW: The first quarter century. Computer supported cooperative work (CSCW) 22 (2013), 345–372.
31. Kjeld Schmidt and Tom Rodden. 1996. Chapter 11 Putting it all together: Requirements for a CSCW platform. In The Design of Computer Supported Cooperative Work and Groupware Systems. Elsevier, 157–175. https://doi.org/10.1016/s0923-8433(96)80013-x
32. Helen Sharp, Jennifer Preece, and Yvonne Rogers. 2019. Interaction Design (5 ed.). Standards Information Network.
33. Maarten Van Mechelen, Shuli Gilutz, Juan Pablo Hourcade, Gökçe Elif Baykal, Mathieu Gielen, Eva Eriksson, Greg Walsh, Janet Read, and Ole Sejer Iversen. 2020. Teaching the next Generation of Child-Computer Interaction Researchers and Designers. In Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts (London, United Kingdom) (IDC ’20). Association for Computing Machinery, New York, NY, USA, 69–76. https://doi.org/10.1145/3397617.3398068
34. Mark Weiser. 1991. The Computer for the 21st Century. Scientific American 265, 3 (Sept. 1991), 94–104. https://doi.org/10.1038/scientificamerican0991-94
35. José P. Zagal, Jochen Rick, and Idris Hsi. 2006. Collaborative games: Lessons learned from board games. Simulation & Gaming 37, 1 (March 2006), 24–40. https://doi.org/10.1177/1046878105282279
36. Anna Zamansky, Dirk van der Linden, and Sofya Baskin. 2017. Teaching Animal-Computer Interaction: An Experience Report. In Proceedings of the Fourth International Conference on Animal-Computer Interaction (Milton Keynes, United Kingdom) (ACI2017). Association for Computing Machinery, New York, NY, USA, Article 4, 7 pages. https://doi.org/10.1145/3152130.3152136
37. Didar Zowghi and Chad Coulin. 2005. Requirements Elicitation: A Survey of Techniques, Approaches, and Tools. In Engineering and Managing Software Requirements. Springer-Verlag, 19–46. https://doi.org/10.1007/3-540-28244-0_2
38. Thomas Neumayr, Banu Saatçi, Sean Rintel, Clemens N. Klokmose, and Mirjam Augstein (2021). What was Hybrid? A Systematic Review of Hybrid Collaboration and Meetings Research. Manuscript in preparation for submission to the Journal of Computer Supported Cooperative Work (JCSCW). https://doi.org/10.48550/arXiv.2111.06172

back to Table of Contents