HCI Syllabus

Intelligent Human Computer InteractionCourse Description

Total Hours64       Lecture Hours48     Experimental Hours16

1.       Characteristic of the Course

This course is an introduction to models and methods of human-computer interaction for the senior students of software engineering, including: HCI theory; interface development methods, such as user-centered design, prototyping, and participatory design; evaluation and testing techniques, such as heuristic evaluation, the cognitive walkthrough, and usability testing; user-interface programming; and ethical and societal issues. Upon the completion of the lecture, students should grasp the concept, guidelines, theories and process for the design of interactive system. He or she should grasp one of the interactive styles taking into account the issues of HCI design . He or she should demonstrate their skill in information processing visualization. 

2.Aim of the Course and the Basic Requirements

Upon completion of the course, the student should be able to:

[1]. Use the guidelines, principles, and the theory of HCI to the design of interface in a manageable developing process and learn to evaluate the design of a user interface.

[2]. Grasp the knowledge about the interaction style such as direct manipulation and virtual environments, menu selection, form fill-in, and dialog boxes, command and natural languages, , interaction devices and collaboration and social media participation.

[3].  Know about the design issues such as the quality of service, balancing function and fashion, and user documentation and online help.

[4].  Grasp the skill of information processing skill such as information search and information visualization.

2.       Applicable Specialty

Majors in computer science and engineeringsoftware engineering.

3.       Course content, Requirements and Hours Allocation

56 periods would be arranged for lecturing and 8 periods for class discussions.

part 1 introduction 
chapter 1 usability of interactive systems (4 periods: know about) 
1.1 introduction  
1.2 usability goals and measures  
1.3 usability motivations  
1.4 universal usability  
1.5 goals for our profession  
chapter 2 guidelines, principles, and theories (4 periods: Understanding)  
2.1 introduction  
2.2 guidelines  
2.3 principles  
2.4 theories  
part 2 development processes  
chapter 3 managing design processes (4 periods: Grasp)  
3.1 introduction  
3.2 organizational design to support usability  
3.3 the four pillars of design  
3.4 development methodologies
3.5 ethnographic observation  

3.6 participatory design  
3.7 scenario development
3.8 social impact statement for early design review
3.9 legal issues
chapter 4 evaluating interface designs (4 periods: Grasp) 
4.1 introduction 
4.2 expert reviews 
4.3 usability testing and laboratories 
4.4 survey instruments 
4.5 acceptance tests
4.6 evaluation during active use 
4.7 controlled psychologically oriented experiments
part 3 interaction styles
chapter 5 direct manipulation and virtual environments (4 periods: Know about)  
5.1 introduction
5.2 examples of direct manipulation
5.3 discussion of direct manipulation
5.4 3d interfaces
5.5 teleoperation
5.6 virtual and augmented reality
chapter 6 menu selection, form fill-in, and dialog boxes (4 periods: Grasp)
6.1 introduction
6.2 task-related menu organization
6.3 single menus
6.4 combinations of multiple menus
6.5 content organization
6.6 fast movement through menus
6.7 data entry with menus: form fill-in, dialog boxes, and alternatives
6.8 audio menus and menus for small displays
chapter 7 command and natural languages  (4 periods: Know about)
7.1 introduction
7.2 command-organization functionality, strategies, and structure
7.3 naming and abbreviations
7.4 natural language in computing
chapter 8 interaction devices  (4 periods: Grasp)
8.1 introduction
8.2 keyboards and keypads
8.3 pointing devices
8.4 speech and auditory interfaces
8.5 displays
small and large
chapter 9 collaboration and social media participation (4 periods: Know about)
9.1 introduction
9.2 goals of collaboration and participation
9.3 asynchronous distributed interfaces: different place, different time
9.4 synchronous distributed interfaces: different place, same time
9.5 face-to-face interfaces: same place, sametime
part 4 design issues
chapter 10 quality of service  (4 periods: Know about)
10.1 introduction
10.2 models of response-time impacts
10.3 expectations and attitudes
10.4 user productivity
10.5 variability in responsetime
10.6 frustrating experiences
chapter 11 balancing function and fashion  (4 periods: Know about)
11.1 introduction
11.2 error messages
11.3 nonanthropomorphic design
11.4 display design
11.5 web page design
11.6 window design
11.7 color
chapter 12 user documentation and online help  (4 periods: Know about)
12.1 introduction
12.2 online versus paper documentation
12.3 reading from paper versus from displays
12.4 shaping the content of the documentation
12.5 accessing the documentation
12.6 online tutorials and animated demonstrations
12.7 online communities for user assistance
12.8 the development process
chapter 13 information search  (4 periods: Grasp) 
13.1 introduction
13.2 searching intextual documents and database querying
13.3 multimedia document searches
13.4 advanced filtering and search interfaces
chapter 14 information visualization  (4 periods: Grasp) 
14.1 introduction
14.2 data type by task taxonomy
14.3 challenges for information visualization 
afterword societal and individual impact of user interfaces
a.1 future interfaces
a.2 ten plagues of the information age
a.3 continuing controversies

 

5.Textbooks and Main References

[1]. B. Shneiderman, C. Plaisant, M. Cohen, S. Jacobs. Designing the User Interface: Strategies for Effective Human-Computer Interaction, version 5/E2010.(Textbook).

[2]. D. Alan, F. E. Janet,  A. D. Gregory, et al.  Human-Computer Interaction 3rd Edition. New York: Prentice Hall, 2003. (Reference).

[3].董士海. 人机交互. 北京:北京大学出版社,2004. (Reference).

 

6.Evaluation Methods

[1]  40% Class presentations and participation ( This part of the grade may be based in part on how well the class demonstrates and the comprehension of covered material. Two midterms )

[2]  40%  A case of software usability engineering project.

[3]  20%  Term papers.

 

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