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486    CHAPTER 15  Working with human subjects




                            Human subjects research in HCI can be an unpredictable and often unsettling
                         process. Unforeseen problems, including misinterpreted tasks and goals, systems
                         failures, and missed appointments, are routine: it's rare that a study (of any sort)
                         goes off completely without a hitch. These matters can complicate data collection
                         and interpretation: if a user chooses an interpretation of a written task that differs
                         from your intent and then completes the task correctly, how do you interpret the re-
                         sult—is it correct or not? What should be done with results from a user who decides
                         to withdraw from a study after completing only a portion of the tasks? As hard and
                         fast rules for handling situations like these are few and far between, you may have to
                         handle each issue on a case-by-case basis. The specific decisions that you make may
                         be less important than how they are enforced: consistent application of policies and
                         procedures will ensure your ability to make meaningful comparisons.
                            All participants in HCI research studies should be well treated and approached
                         with an open mind. Participating in HCI studies should be fun and engaging when-
                         ever possible: by making our studies positive experiences, we encourage people both
                         to participate and to provide useful feedback. As researchers, we should “expect the
                         unexpected”: software will crash, devices won't work, and (perhaps most distress-
                         ingly) users will hate our beloved inventions. High-quality HCI research takes these
                         setbacks in its stride, all the while striving to observe carefully while maintaining
                         respect for the people who give a bit of their time to help our studies along. By watch-
                         ing and listening carefully, we can learn from what users do and how they do it. That,
                         after all, is the point of conducting user studies.



                         DISCUSSION QUESTIONS

                         1.  University researchers occasionally ask students in a class to participate in
                           research studies. However, this practice may involve elements of coercion, as
                           students may be concerned that refusal to participate may negatively impact
                           their grade. Is voluntary informed consent possible in such a situation? What
                           steps might be taken to reconcile the researcher's need for subjects with the
                           students' right to decline to participate?
                         2.  The virtual reprise of Milgram's experiment (see Section 15.2.1) asked participants
                           to inflict harm upon a computer-generated avatar. This approach eliminates some
                           of the potential ethical concerns associated with the original experiment, but may
                           raise additional questions. As user behavior was similar to what was observed in
                           the original experiments, it is possible that participants in the “virtual” versions
                           would experience similar patterns of nervousness and distress. Do you consider
                           this sort of research to be appropriate? What might be done to protect participants
                           in this sort of experiment?
                         3.  As part of a larger study of how various aspects of interaction in online
                           worlds impact the offline lives of participants, you are interested in observing
                           participants both online and offline. As you know, participants in online games
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