Рет қаралды 80
*Summary of the Talk: "The Pretence of Theory in Human-Computer Interaction"*
On Wednesday, June 12, 2024, Elisa Mekler from the IT University of Copenhagen delivered a thought-provoking seminar titled "The Pretence of Theory in Human-Computer Interaction" to the HCI research community. The seminar took place in Room G.01 at 66-72 Gower Street and was also available via Zoom.
Key Points of the Talk:
#### Introduction and Context:
- **Speaker Introduction**: Elisa Mekler was introduced, and attendees were informed of a celebration for a recently completed PhD after the seminar.
- **Theme Overview**: The talk's central theme revolved around the problematic nature of invoking theory superficially in HCI research without considering the practices and conditions shaping its use.
#### Theoretical Background:
- **Definition of Theory**: Theory was defined as an ordered set of assertions about behavior or phenomena, assumed to hold true in multiple cases, promoting generalizability.
- **Historical Context in HCI**: The role of theory in HCI has been debated since the late 1980s, with varying perspectives on its necessity and application in research.
#### Critique of Current Practices:
- **Kasper Hornbæk's Analysis**: Mekler referenced Hornbæk’s work, highlighting that iterative design, a lack of interest in theoretical engagement, and the positioning use of theory rather than its application are barriers in HCI.
- **The Pretence of Theory**: Mekler introduced the concept of the "pretence of theory," where theory is cited to add credibility but not deeply engaged with, using Self-Determination Theory (SDT) in games research as a case study.
#### Case Study - Self-Determination Theory (SDT) in Games Research:
- **SDT Overview**: SDT is a prominent theory of human motivation encompassing six mini-theories, widely applied in various domains, including HCI and games research.
- **Application in HCI**: Despite its popularity, Mekler found that SDT is often used superficially in HCI games research, primarily to support existing findings or measure user experience rather than to drive research questions or design.
#### Problems with Superficial Theory Use:
- **Limited Engagement**: Mekler pointed out that many papers in HCI games research mention SDT without deeply engaging with its core concepts or critiquing its applicability.
- **Lack of Critical Examination**: There is a reluctance to critique or contrast findings with SDT, leading to its uncritical acceptance and perpetuation in HCI literature.
#### Personal Reflection:
- **Tribute to April Tyack**: Mekler shared a personal story about her collaboration with April Tyack, a brilliant colleague who passed away, and their joint work on SDT, which has since been published posthumously.
#### Moving Forward:
- **Intentional Theory Use**: Mekler emphasized the need for more intentional and critical engagement with theory in HCI. She suggested incorporating "theoretical talkback" in research papers, where findings are discussed in relation to existing theories, highlighting congruences and divergences.
- **Best Practices**: Developing best practices for theory translation and application in HCI, tailored to specific research contexts and purposes, to foster deeper theoretical engagement.
Conclusion:
The seminar concluded with a Q&A session where Mekler addressed various questions, including the challenges of deeply engaging with complex theories like SDT, the influence of academic writing conventions on theory use, and the potential for developing best practices for theory application in HCI.
Overall, Elisa Mekler’s seminar provided a critical examination of the use of theory in HCI, advocating for more intentional, reflective, and context-sensitive theoretical engagement to advance the field meaningfully.