Module 20235 (2006)

Syllabus page 2006/2007

06-20235
Human Computer Interaction (Extended)

Level 4/M

Russell Beale
10 credits in Semester 2

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

Module Web Page


Outline


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:
1Explain and discuss practical and theoretical aspects of Human-Computer InteractionExamination, Continuous Assessment
2Apply HCI principles to practical problemsExamination, Continuous Assessment
3Participate in analysis and design work in HCIContinuous Assessment
4Demonstrate appreciation of the research literature in one subfield of HCIContinuous Assessment

Restrictions, Prerequisites and Corequisites

Restrictions:

May not be taken in conjunction with 06-02651 (Human-Computer Interaction 2).

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:

Approx. 28


Assessment

  • Sessional: 1.5 hr examination (40%), continuous assessment (60%).
  • Supplementary (where allowed): As the sessional assessment
  • The detailed assessment is yet to be determined.

Recommended Books

TitleAuthor(s)Publisher, Date
Human-Computer Interaction (3rd ed.) Dix, Finlay, Abowd & Beale 2003

Detailed Syllabus

  1. 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
  2. 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
  3. 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
  4. Design Methodologies
  5. Evaluation techniques and tools
  6. Research topics
  7. 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: 10 Feb 2006

Source file: /internal/modules/COMSCI/2006/xml/20235.xml

Links | Outline | Aims | Outcomes | Prerequisites | Teaching | Assessment | Books | Detailed Syllabus