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Creating a realistic context for team projects in HCI

Published: 26 June 2006 Publication History

Abstract

Team projects are nowadays common practice in HCI education. This paper focuses on the role of clients and users in team projects in introductory HCI courses. In order to provide projects with a realistic context we invite people from industry to serve as clients for the student teams. Some of them have a professional interest in participating in our course and define a project themselves. Another way we make projects realistic is to have teams evaluate their designs with real users.We describe how we incorporate the role of clients and users in our courses and describe our experiences. One of the results of our evaluations is that most students find it very interesting and stimulating to work with a client on a 'real' project from industry.

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Published In

cover image ACM SIGCSE Bulletin
ACM SIGCSE Bulletin  Volume 38, Issue 3
September 2006
367 pages
ISSN:0097-8418
DOI:10.1145/1140123
Issue’s Table of Contents
  • cover image ACM Conferences
    ITICSE '06: Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education
    June 2006
    390 pages
    ISBN:1595930558
    DOI:10.1145/1140124
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 June 2006
Published in SIGCSE Volume 38, Issue 3

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Author Tags

  1. human-computer interaction
  2. team projects
  3. usability
  4. user-centered design

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  • (2022)Roboviz: A Game-Centered Project for Information Visualization EducationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.3209402(1-10)Online publication date: 2022
  • (2022)Promote collaborations in online problem-based learning in a user experience design course: Educational design researchEducation and Information Technologies10.1007/s10639-022-11495-628:6(7631-7649)Online publication date: 7-Dec-2022
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  • (2011)Users’ perception of open source usability: an empirical studyEngineering with Computers10.1007/s00366-011-0222-128:2(109-121)Online publication date: 21-May-2011
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