Advertisement

Building an Argument for the Use of Science Fiction in HCI Education

  • Philipp JordanEmail author
  • Paula Alexandra Silva
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 903)

Abstract

Science fiction literature, comics, cartoons and, in particular, audio-visual materials, such as science fiction movies and shows, can be a valuable addition in Human-computer interaction (HCI) Education. In this paper, we present an overview of research relative to future directions in HCI Education, distinct crossings of science fiction in HCI and Computer Science teaching and the Framework for 21st Century Learning. Next, we provide examples where science fiction can add to the future of HCI Education. In particular, we argue herein first that science fiction, as tangible and intangible cultural artifact, can serve as a trigger for creativity and innovation and thus, support us in exploring the design space. Second, science fiction, as a means to analyze yet-to-come HCI technologies, can assist us in developing an open-minded and reflective dialogue about technological futures, thus creating a singular base for critical thinking and problem solving. Provided that one is cognizant of its potential and limitations, we reason that science fiction can be a meaningful extension of selected aspects of HCI curricula and research.

Keywords

HCI Education Popular culture in science Science fiction 

References

  1. 1.
    Arizona State University: Center for Science and the Imagination (2018). https://csi.asu.edu/
  2. 2.
    Barnett, M., Wagner, H., Gatling, A., Anderson, J., Houle, M., Kafka, A.: The impact of science fiction film on student understanding of science. J. Sci. Educ. Technol. 15(2), 179–191 (2006)CrossRefGoogle Scholar
  3. 3.
    Bonson, J., Novy, D.: MAS.S64 Sci Fab: Science Fiction-Inspired Prototyping (2015). https://scifab.media.mit.edu/syllabus/
  4. 4.
    Brueckner, S., Novy, D.: Syllabus—MAS S65: Science Fiction to Science Fabrication (2013). http://scifi2scifab.media.mit.edu/syllabus-3/
  5. 5.
    Burton, E., Goldsmith, J., Mattei, N.: How to teach computer ethics through science fiction. Commun. ACM 61(8), 54–64 (2018)CrossRefGoogle Scholar
  6. 6.
    Churchill, E.F., Bowser, A., Preece, J.: The future of HCI education: a flexible, global, living curriculum. Interactions 23(2), 70–73 (2016)CrossRefGoogle Scholar
  7. 7.
    Figueiredo, L.S., Gonçalves Maciel Pinheiro, M.G., Vilar Neto, E.X., Teichrieb, V.: An open catalog of hand gestures from Sci-Fi movies. In: Begole, B., Kim, J., Inkpen, K., Woo, W. (eds.) Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems—CHI EA ’15. pp. 1319–1324. ACM Press, New York, New York, USA (2015)Google Scholar
  8. 8.
    Gelsomini, M., Leonardi, G., Degiorgi, M., Garzotto, F., Penati, S., Silvestri, J., Ramuzat, N., Clasadonte, F.: Puffy-an inflatable mobile interactive companion for children with neurodevelopmental disorders. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2599–2606. ACM (2017)Google Scholar
  9. 9.
    Goldsmith, J.: Science fiction and computer ethics (2018). http://www.cs.uky.edu/~goldsmit/sf/syl18.html
  10. 10.
    Goldsmith, J., Mattei, N.: Fiction As an Introduction to Computer Science Research. Trans. Comput. Educ. 14(1), 4:1–4:14 (Mar 2014)CrossRefGoogle Scholar
  11. 11.
    Hall, D., Williams, C.: Big hero, p. 6 (2014)Google Scholar
  12. 12.
    Jordan, P., Auernheimer, B.: The fiction in computer science: a qualitative data analysis of the ACM digital library for traces of star trek. In: Ahram, T., Falc˜ao, C. (eds.) Advances in Usability and User Experience. pp. 508–520. Springer International Publishing, Cham (2018)Google Scholar
  13. 13.
    Jordan, P., Mubin, O., Obaid, M., Silva, P.A.: Exploring the referral and usage of science fiction in HCI literature. In: Marcus, A., Wang, W. (eds.) Design, User Experience, and Usability: Designing Interactions, pp. 19–38. Springer International Publishing, Cham (2018)CrossRefGoogle Scholar
  14. 14.
    Kohno, T., Johnson, B.D.: Science fiction prototyping and security education. In: Cortina, T.J., Walker, E.L., King, L.S., Musicant, D.R. (eds.) The 42nd ACM Technical Symposium, p. 9 (2011)Google Scholar
  15. 15.
    Lin, K.Y., Tsai, F.H., Chien, H.M., Chang, L.T.: Effects of a science fiction film on the technological creativity of middle school students. Eurasia J. Math. Sci. Technol. Educ. 9(2), 191–200 (2013)Google Scholar
  16. 16.
    Lindley, J., Coulton, P.: Pushing the limits of design fiction. In: Kaye, J., Druin, A., Lampe, C., Morris, D., Hourcade, J.P. (eds.) Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems—CHI ’16. pp. 4032–4043. ACM Press, New York, New York, USA (2016)Google Scholar
  17. 17.
    Marcus, A.: The Past 100 Years of the Future: Human-Computer Interaction in Science-Fiction Movies and Television (2012)Google Scholar
  18. 18.
    Marcus, A., Norman, D.A., Rucker, R., Sterling, B., Vinge, V.: Sci-fi at CHI. In: Bauersfeld, P., Bennett, J., Lynch, G. (eds.) Proceedings of the SIGCHI conference on Human factors in computing systems—CHI ’92. pp. 435–437. ACM Press, New York, New York, USA (1992)Google Scholar
  19. 19.
    Michalsky, W.: Manipulating our futures: the role of science fiction in education: The Clearing House. J. Educ. Strat. Issues Ideas 52(6), 246–249 (1979)Google Scholar
  20. 20.
    Minnesota State University: Course Descriptions (2014). https:// www.mnsu.edu/supersite/academics/catalogs/undergraduate/2014-2015/computerscience.pdf
  21. 21.
    Mubin, O., Obaid, M., Jordan, P., Alves-Oliveria, P., Eriksson, T., Barendregt, W., Sjolle, D., Fjeld, M., Simoff, S., Billinghurst, M.: Towards an agenda for Sci-Fi inspired HCI research. In: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology. pp. 10:1–10:6. ACE ‘16, ACM, New York, NY, USA (2016)Google Scholar
  22. 22.
    Myers, J.Y., Abd-El-Khalick, F.: “A ton of faith in science!” Nature and role of assumptions in, and ideas about, science and epistemology generated upon watching a sci-fi film. J. Res. Sci. Teach. 53(8), 1143–1171 (2016)CrossRefGoogle Scholar
  23. 23.
    National Academy of Sciences: The Science & Entertainment Exchange (2018). http://scienceandentertainmentexchange.org/
  24. 24.
    National Education Association: Preparing 21st Century Students for a Global Society—An Educators Guide to the Four Cs (2016). http://www.nea.org/assets/docs/A-Guide-to-Four-Cs.pdf
  25. 25.
    P21: Framework for 21st Century Learning (2018). http://www.p21.org/our-work/p21-framework
  26. 26.
  27. 27.
  28. 28.
    Rogers, M.L.: Teaching HCI design principles using culturally current media. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 54(8), 677–680 (2010)CrossRefGoogle Scholar
  29. 29.
    Russell, D.M., Yarosh, S.: Can we look to science fiction for innovation in HCI? Interactions 25(2), 36–40 (2018)CrossRefGoogle Scholar
  30. 30.
    Schmitz, M., Endres, C., Butz, A.: A survey of human-computer interaction design in science fiction movies. In: Proceedings of the 2Nd International Conference on INtelligent TEchnologies for Interactive enterTAINment, pp. 7:1–7:10. INTETAIN ’08, ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering), ICST, Brussels, Belgium, Belgium (2007)Google Scholar
  31. 31.
    Shedroff, N., Noessel, C.: Make It So: Interaction Design Lessons from Science Fiction. Brooklyn N.Y. USA, Rosenfeld Media (2012)CrossRefGoogle Scholar
  32. 32.
  33. 33.
  34. 34.
    SIGCHI, A.: Puffy—An Inflatable Mobile Interactive Companion for Children with Neurodevelopmental Disorder (2018). https://www.youtube.com/watch?v=10gCiClVWM0
  35. 35.
    Silva, P.A.: BadIdeas 3.0: A method for creativity and innovation in design. In: Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design, pp. 154–162. DESIRE ’10, Desire Network, Lancaster, UK, UK (2010)Google Scholar
  36. 36.
    Stanley, T.: Authentic Learning: Real-World Experiences That Build 21st-Century Skills. Prufrock Press (2018)Google Scholar
  37. 37.
    Summet, V.: CS 190: Robotics Freshman Seminar (2012). http://www.mathcs.emory.edu/~valerie/courses/fall12/190/syllabus.html
  38. 38.
    University of Virginia: Rosalyn W. Berne (2018). https://engineering.virginia.edu/faculty/rosalyn-w-berne
  39. 39.
    Vrasidas, C., Avraamidou, L., Theodoridou, K., Themistokleous, S., Panaou, P.: Science fiction in education: case studies from classroom implementations. Educ. Media Int. 52(3), 201–215 (2015)CrossRefGoogle Scholar
  40. 40.
    XPRIZE: Qualcomm Tricorder XPRIZE (2018). http://tricorder.xprize.org/

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.University of Hawaiʻi at MānoaHonoluluUSA
  2. 2.DigiMedia Research Center, University of AveiroAveiroPortugal

Personalised recommendations