1.0 LEARNING OUTCOMES At the end of the lesson, students should be able to: i. explain and apply the concepts and theories of human computer interaction in the system development. (C3, A3) ii. show conceptual thinking in problems solving related to application, website or product design. (P2, CTPS) iii. follow and respond to the usability evaluation activities. (P3, CS)
2.0 SYNOPSIS This subject introduces the concept of HCI and its relationship in system development. The topics include the basic understanding of cognitive psychology, user interface design, interaction design, usability and evaluation. Other topics such as user-centered design, task analysis and user support design are also covered. The current issues on accessibility and localization are also discussed at the end of this course.
L1 (Design Issues)
L2 (Accesibility Issues
L3 (Interaction Design)
L4 (Concept)
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Lecture Week 1: Design Issues Learning Outcomes: By the end of this topic student should be able to:
Articulate and analyze the current design issues and problems encountered in dealing with user interactions
Differentiate between different issues related to design problems
Designs in Human-Computer Interaction (HCI) aim to create interactive products that are easy and enjoyable to use. However, owing to the multidisciplinary nature of HCI and the different value systems of interface users from various backgrounds and experiences, it is highly challenging for designers to create applications which are usable and affordable to such a heterogeneous set of users. Design issues also become a cross boundries between computer science, social science, graphic design and other disciplines. The interaction between human (users) and information, whether it is design related or computer system related becoming more challenging.
Your task: (In a group of 4)
Find some subject matters around you that you feels is designed badly. (5 minutes)
Investigate, analyze and report on the current design issues that impacted the interaction between users and the medium. (40 minutes)
The facilitator will randomly pick the group to present. Presentation should not more than 7 minutes.
Your final finding must be presented in a Keynote or Power Point presentation that contained not more than 10 slides. Submit through ULearn
Classroom Activity 1 Designs in Human-Computer Interaction (HCI) aim to create interactive products that are easy and enjoyable to use. However, owing to the multidisciplinary nature of HCI and the different value systems of interface users from various backgrounds and experiences, it is highly challenging for designers to create applications which are usable and affordable to such a heterogeneous set of users. Design issues also become a crossboundries between computer science, social science, graphic design and other disciplines. The interaction between human (users) and information, whether it is design related or computer system related becoming more challenging.
Your task: (In a group of 4)
Find some subject matters around you that you feels is designed badly. (5 minutes)
Investigate, analyze and report on the current design issues that impacted the interaction between users and the medium. (40 minutes)
The facilitator will randomly pick the group to present. Presentation should not more than 7 minutes.
Your final finding must be presented in a Keynote or Power Point presentation that contained not more than 10 slides. Submit through ULearn.
The Future of Human Computer Interaction Dialogue
Lab Week 1: Critique Sessions Design Issues in Autonomous Car When the relationship of human and the computer or machine become more intimate, the human computer interaction study becomes more relevant. Let us look at one example of how the car has been designed and how human interact with it. Traditionally, the human is still at the center of the driving experience. The driver controls all the driving process of holding the steering wheel, pushing the accelerator, toggling between switches and gears and so on.
When a car becomes smarter, the invention of an autonomous driving machine has become a race among the car maker. From level 1 to level 5 autonomous driving car has been shown and driven today. One of the ambitious company that believe in a future of smart car is Tesla. The drive no longer at the center of the driving process. How does it feel when all those being taken over by the computer?
Let's watch the video supplied. Carefully observe every element presented in the video.
Once you are done, your task is:
Form a group (4-5 person)
From the video identify what are the main psychological issues that you believe will affect the autonomous car project?
What are the design issues that you find from the video that implicate the acceleration of the autonomous car project?
Using a simple sketch tool apps, design a simple future smart car design dashboard which you believe will solve the design issues that you mentioned above. Combine all the findings in Pages as a form of critique report.
Submit your critiques through ULearn
Lecture Week 2: Accessibility Issues Learning Outcome By the end of this topic, students should be able to:
Differentiate between Accessibility, Usability, and Inclusion
Identify the requirement of the accessibility
Able to solve the accessibility issues in their design
Accessibility, usability, and inclusive design are closely related. Their goals, approaches, and guidelines overlap significantly.In most situations, such as when designing and developing websites and applications, it is most effective to address them together. There are a few situations when it's important to focus specifically on one aspect, such as when addressing discrimination against people with disabilities and when defining specific accessibility standards.
Accessibility Accessibility addresses discriminatory aspects related to equivalent user experience for people with disabilities, including people with age-related impairments. For the web, accessibility means that people with disabilities can perceive, understand, navigate, and interact with websites and tools, and that they can contribute equally without barriers.
Usability Usability and user experience design is about designing products to be effective, efficient, and satisfying. Specifically, ISO defines usability as the “extent to which a product can be used by specified users to achieve specified goals effectively, efficiently and with satisfaction in a specified context of use" (in ISO 9241-11).
Inclusion Inclusive design, universal design, and design for all involves designing products, such as websites, to be usable by everyone to the greatest extent possible, without the need for adaptation. Inclusion addresses a broad range of issues, including access to and quality of hardware, software, and Internet connectivity; computer literacy and skills; economic situation; education; geographic location; and language — as well as age and disability.
Watch the video below to understand more:
Your task is:
Form a group of 5-5 person
Choose one type of smartphone from different OS such as Android OS or iOS.
Find where is the accessibility features and list it down
List and analyze 5 accessibility features that you believe can be use of a normal user and disable user.
Being a normal user what type of accessibility features that you use most of the time.
Screenshot that features and record in video how it works and how you use it. Submit your finding in a short movie presentation not more than 1 minutes and compress it with MPEG 4 compression.
Learning Outcome:By the end of this course, students will be able to;
Understand the importance of interaction design in their field of work
Analyze and evaluate the effectiveness of good interaction design
Design good product with good interaction design elements
A simple and useful understanding of interaction design Interaction design can be understood in simple (but not simplified) terms: it is the design of the interaction between users and products. Most often when people talk about interaction design, the products tend to be software products like apps or websites. The goal of interaction design is to create products that enable the user to achieve their objective(s) in the best way possible.
If this definition sounds broad, that’s because the field is rather broad: the interaction between a user and a product often involves elements like aesthetics, motion, sound, space, and many more. And of course, each of these elements can involve even more specialized fields, like sound design for the crafting of sounds used in user interactions.
As you might already realize, there’s a huge overlap between interaction design and UX design. After all, UX design is about shaping the experience of using a product, and most part of that experience involves some interaction between the user and the product. But UX design is more than interaction design: it also involves user research (finding out who the users are in the first place), creating user personas (why, and under what conditions, would they use the product), performing user testing and usability testing, etc.
The 5 dimensions of interaction design The 5 dimensions of interaction design is a useful model to understand what interaction design involves. Gillian Crampton Smith, an interaction design academic, first introduced the concept of four dimensions of an interaction design language, to which Kevin Silver, senior interaction designer at IDEXX Laboratories, added the fifth.
1D: Words Words—especially those used in interactions, like button labels—should be meaningful and simple to understand. They should communicate information to users, but not too much information to overwhelm the user.
2D: Visual representations This concerns graphical elements like images, typography and icons that users interact with. These usually supplements the words used to communicate information to users.
3D: Physical objects or space Through what physical objects do users interact with the product? A laptop, with a mouse or touchpad? Or a smartphone, with the user’s fingers? And within what kind of physical space does the user do so? For instance, is the user standing in a crowded train while using the app on a smartphone, or sitting on a desk in the office surfing the website? These all affect the interaction between the user and the product.
4D: Time While this dimension sounds a little abstract, it mostly refers to media that changes with time (animation, videos, sounds). Motion and sounds play a crucial role in giving visual and audio feedback to users’ interactions. Also of concern is the amount of time a user spends interacting with the product: can users track their progress, or resume their interaction some time later?
5D: Behaviour This includes the mechanism of a product: how do users perform actions on the website? How do users operate the product? In other words, it’s how the previous dimensions define the interactions of a product. It also includes the reactions—for instance emotional responses or feedback—of users and the product.
Your task is:
Watch the video provided below
Find interaction features that have been introduced in the video
How many interaction design technique that has been introduced
What is your opinion about the interaction that has been presented
Submit your thought and ideas using simple Keynote Presentation.
Understanding how we interact with computers has evolved where a computer is no longer seen as a computer per say. The computer becomes miniature and close to our daily life. Smart watch has become an extension of your smartphone and replacing some task. This development has led to the different goals of the interaction design process. New interaction styles need to be introduced and created.
Lecture Week 4: Understanding and Conceptualizing Interaction DesignLearning outcome: By the end of this topic student will be able to:
Understand the importance of assumption and perception in interaction design
Designing using the data gathered from conceptualizing and going through the correct process
Evaluating their design outcome based on the data gathered in conceptualizing process
The best conceptual models are those that appear obvious; the operations they support being intuitive to use. However, sometimes applications can end up being based on overly complex conceptual models, especially if they are the result of a series of upgrades, where more and more functions and ways of doing something are added to the original conceptual model. Most interface applications are actually based on well-established conceptual models. For example, a conceptual model based on the core aspects of the customer experience when at a shopping mall underlie most online shopping websites. Interface metaphors are intended to provide familiar entities that enable people to readily understand the underlying conceptual model and know what to do at an interface. However, they can also contravene people’s expectations about how things should be, such as the recycle bin (trash can) that used to sit on the desktop. Logically and culturally (i.e. In the real world) it should have been placed under the desk. But users would not have been able to see it because it would be occluded by the desktop surface. So it needed to go on the desktop. Some users find this irksome, but most did not find it to be a problem. Once they understood why the bin icon was on the desktop they simply accepted it being there. Watch the video below why paying the attention to the world around you is actually the first step in designing a great product.