Module 02651 (2006)
Syllabus page 2006/2007
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.)
Relevant Links
Outline
The module will 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:
- Encourage appreciation of the interdisciplinary complexities of both practical and theoretical aspects of Human-Computer Interaction
- Offer 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 | Explain and discuss practical and theoretical aspects of Human-Computer Interaction | Examination, Continuous Assessment |
| 2 | Apply HCI principles to practical problems | Examination, Continuous Assessment |
| 3 | Participate in analysis and design work in HCI | Continuous Assessment |
Restrictions, Prerequisites and Corequisites
Restrictions:
May not be taken in conjunction with 06-20235 (Human Computer Interaction (Extended)).
Prerequisites:
Some previous experience of HCI, e.g. as covered in 06-19343 (Software System Components 1).
Co-requisites:
None
Teaching
Teaching Methods:
2 hrs lectures/tutorials per week, 3-5 hrs guided study
Contact Hours:
Assessment
- Sessional: 1.5 hr examination (60%), continuous assessment (40%).
- Supplementary (where allowed): As the sessional assessment
- The detailed assessment is yet to be determined.
Recommended Books
| Title | Author(s) | Publisher, Date |
| Human-Computer Interaction (3rd ed.) | Dix, Finlay, Abowd & Beale | 2003 |
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 we can 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 and 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: 20 Nov 2006
Source file: /internal/modules/COMSCI/2006/xml/02651.xml
Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus