Module 02651 (2004)
Syllabus page 2004/2005
06-02651
Human-Computer Interaction 2
Level 3/H
Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus
The Module Description is a strict subset of this Syllabus Page. (The University module description has not yet been checked against the School's.)
Changes and updates
The Detailed Syllabus has been updated.
Relevant Links
Outline
The module will use lectures and student presentations to explore some major themes in HCI, such as the concept of task analysis, the absence of relevant design formalisms, the cognitive basis of a proposed interaction taxonomy, the notion of self-explanatory tools, and the use of AI techniques in human-computer interaction.
Aims
The aims of this module are to:
- instil appreciation of the interdisciplinary complexities of both practical and theoretical aspects of Human-Computer Interaction
- give students a practical domain in which they can recognize the relevance and applicability of other module components
- give students an enduring capability to participate in analysis and design work in HCI
Learning Outcomes
| On successful completion of this module, the student should be able to: | Assessed by: | |
| 1 | discuss the interdisciplinary complexities of both practical and theoretical aspects of Human-Computer Interaction | Essay, Report, Critique |
| 2 | work in a practical domain in which they can recognize the relevance and applicability of other programme components | Report, Critique |
| 3 | participate in analysis and design work in HCI | Report |
Restrictions, Prerequisites and Corequisites
Restrictions:
None
Prerequisites:
None
Co-requisites:
None
Teaching
Teaching Methods:
2 hrs lecture-room presentations per week, 3-5 hrs tutorials for students presenting
Contact Hours:
Assessment
- Supplementary (where allowed): As the sessional assessment
- Continuous assessment (100%).
Recommended Books
| Title | Author(s) | Publisher, Date |
| Human-Computer Interaction (2nd ed.) | Dix, Finlay, Abowd & Beale | 1997 |
Detailed Syllabus
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Mobile Computing
- Devices and their differences: phones, PDAs, Tablet PCs, touchscreens - limitations and effects on design - processing power, connectivity, screen size, screen legibility, input mechanisms
- Programming mobile devices - J2ME, .net - overview of approach, how to use.
- Mobile technologies - bluetooth, 802.11b/g - basic introduction, what they mean
- Interface design: research topics - e.g. how much can we understand with 3 pixels, re-structuring web pages for mobile display, automated tagging of camera images
- Phones: menu displays, MMS, SMS, uses of camera phones, new services
- Tablet: device design, usage, etc.
- Societal effects of mobility - work patterns, lack of social interaction, mobile blogging. CSCW issues, synchronisation, etc.
- Context awareness
- Location dependence - technologies (GPS, Echohaw, etc), systems
- Solutions for the aged
- Client-server architectures, intelligent back-ends, intelligent browsing
- Interaction Design
- Approach to design: creativity, design patterns, guidelines, prototyping, design lifecycle
- Basics: colour - perception, inter-relationships, social triggers; text - serif, sans-serif, size, font, style; graphics - screen versus print, resolution, effective imagery; layout - typical styles, page balance, widow/orphan control; animation versus static design
- Basic interface widgets: menus, icons, pointers, text-boxes, radio buttons, etc.
- Models of interaction (Norman, Abowd/Beale)
- Metaphor
- Supporting mental models
- Information architecture
- Web page design specifics
- XML, HTML. The nightmare of frames. Templates, stylesheets, CSS.
- Detailed look at CSS. Tables, boxes, layout.
- Review of web pages
- Bandwidth versus data.
- Browser issues
- Javascript, Java, DHTML, PHP, RSS etc.
- Designing for small screens
- Design Methodologies
- Evaluation techniques & tools
- Research topics
- Computing, design, art and Creativity
- What is creativity? Routine vs creative design.
- Tools to support human creativity & techniques for computer creativity.
- Examples from: Engineering design, Visual Arts, Music, Architecture
Last updated: 19 Nov 2004
Source file: /internal/modules/COMSCI/2004/xml/02651.xml
Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus