Short Introductions - Chapter 1 What Is Interaction Design? - Part 1
Short Introductions - Chapter 1 What Is Interaction Design? - Part 1
Short Introductions - Chapter 1 What Is Interaction Design? - Part 1
Overview
• Short introductions
• Chapter 1 What is interaction design? – part 1
• What is human-computer interaction (HCI) and why do we need it?
Lecture 1 • What is interaction design (ID)?
• What is user experience (UX)
Chapter 1 part 1: What is • Course syllabus
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Short introductions
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• A discipline “concerned
• In the late 1970s and early 1980s, shift: • with the design, evaluation, and implementation of interactive computing
• from systems for human use and
• large computers in secured rooms • with the study of major phenomena surrounding them” (ACM SIGCHI, 1992)
• operated only by engineers
• to
• small computers
• operated by people without a technical background
• in homes and workplaces
• So
• ease of use,
• the human side,
• user acceptance,
all became more important!
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• Which is the best way to interact with a smart TV? • Need to take into account:
• Standard remote device? • who the users are
• Apple slimline remote control? • what activities are being carried
• Minnum’s new keyboard? out
• where the interaction is taking
place
http://minuum.com
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• Consider
• what might help people in the way they currently do things
• Think through
• what might provide quality user experiences
• Listen to
• what people want and get them involved
• Use
• tried and tested user-centered methods
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• Main difference between Interaction Design (ID) and Human- • Develop usable and enjoyable products
Computer Interaction (HCI) • Usability means
• Is one of scope • easy to learn
• ID has much wider net • effective to use and
• ID is concerned with • provide an enjoyable experience
• the theory
• research, and • Involve users in the design process
• practice of designing user experiences for all manner of technologies,
systems and products
• HCI traditionally had a narrower focus (see definition earlier)
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Which kind of design? Relationship between ID, HCI and other fields
• Number of other terms used emphasizing what is being designed, Academic disciplines contributing to ID:
e.g. • Psychology
• user interface design • Social Sciences
• software design • Computing Sciences
• user-centered design • Engineering
• product design
• Ergonomics
• web design • Informatics
• experience design (UX)
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Relationship between ID, HCI and other fields Relationship between ID, HCI and other fields
Design practices contributing to ID: • Interdisciplinary fields that ‘do’ interaction design:
• Graphic design • HCI
• Product design • Ubiquitous Computing
• Artist-design • Human Factors
• Industrial design • Cognitive Engineering
• Film industry • Cognitive Ergonomics
• Computer Supported
Co-operative Work
• Information Systems
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http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html
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http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html http://headrush.typepad.com/creating_passionate_users/2007/01/what_comes_afte.html
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Course syllabus
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• Upon successful completion of this course, students should be able • In addition to content-specific objectives reflected by the topics in
to: the course calendar, I have these personal goals for each student:
• Describe and apply core methodologies from the field of HCI • to get you to think deeply and carefully about the subject,
• Define a user-centered design process that explicitly takes account of the fact • to help you to genuinely like the subject,
that the user is not like the developer or their acquaintances • to provide knowledge and skill useful to you in your career following life in
• Design, prototype, implement and evaluate usable and satisfying graphical college,
interactive computer interfaces • to engender a deeper interest (perhaps in some of you) that can be pursued
• Implement simple graphical user interfaces using AngularJS beyond this course, and
• to have a little fun in the process.
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• Class time will be split between • In summary, it is our goal for you to master the development
• content-based lectures activities of the ID lifecycle process.
• devoted to covering course materials, sometimes highlighting or skimming through the
slides. • You are exposed to each activity in several ways.
• in-class activities. • So you will need to
• provide an initial opportunity for experience with the interaction design (ID) • first read the book before the lecture on the topic, according the schedule on
development lifecycle activities. the course website
• Outside of the classroom, you will acquire more in-depth hands-on • then I will review the highlights in lectures, and you will get some initial
experience in individual assignments and a team term project. practice via in-class exercises.
• Finally, you will apply them in a more realistic hands-on situation through
• individual homework assignments, and a
• semester-long team project assignments.
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Prerequisites Textbooks
• Required • Optional References
• Jenny Preece, Helen Sharp, David Benyon, Phil Turner, and
• Undergraduate students must have successfully completed Yvonne Rogers. Interaction Susan Turner. Designing
Programming II (COP-3337). Design: Beyond Human- Interactive Systems: Designing
• All students must be able to Computer Interaction, 4th Edition, Interactive Systems: A
Wiley, 2015. Comprehensive Guide to HCI,
• program in a high-level programming language, and
• Additional reading material will UX and Interaction Design, 3rd
• become proficient on their own in the basics of AngularJS by the middle of be provided on the course
the semester. Ed., Addison Wesley, 2013.
website.
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• Quizzes will cover the material of the previous and current week. • Getting full credit for the in-class exercises is easy.
• No make-up quizzes will be given. • This is truly a case where showing up is half the battle.
• Just be there and be willing to participate in each in-class activity and
do a good job of it.
• In assessing the "do a good job" part of this activity for each
individual, I will be looking for:
• Presence or absence of the individual
• Preparedness, knowledge of material
• Care and correctness in applying it
• Intangibles (getting into role, etc.)
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• Homework assignments will be individual assignments • Students will work on their term project in teams,
• available on the course website, and • formed early at the beginning of the semester.
• due at the beginning of class according to the course schedule listed on the • The term project will involve
website. • designing,
• implementing, and
• evaluating a system in terms of the concepts and using the methodologies
• Students in CAP5109 will have an additional assignment discussed in class.
• to conduct a small literature review related to their term project, • Students will incrementally go through the phases of the interaction design
• based on selected reading material. (ID) lifecycle, including
• requirements gathering and analysis,
• design,
• paper prototyping,
• computer prototyping, and
• several methods of usability analysis and evaluation.
• The course will also involve the implementation of simple user interfaces
using AngularJS.
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Assignments • post it to a server: The School of Computing & Information Sciences (SCIS) provides students
with a webspace available to host your own website (see instructions on assignment postd
website)
c. AngularJS
• Start working your way through AngularJS tutorial (angularjs.org)
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