Academic year 2014-15

Interaction Engineering

Degree: Code: Type:
Bachelor's Degree in Computer Science 21411 Compulsory subject, 1st year
Bachelor's Degree in Telematics Engineering 22602 Optional subject
Bachelor's Degree in Audiovisual Systems Engineering 21600 Compulsory subject, 1st year

 

ECTS credits: 4 Workload: 100 hours Trimester: 1st

 

Department: Dept. of Information and Communication Technologies
Coordinator: Narcís Parés
Teaching staff:

Narcís Parés, Alicia Burga, Jonathan Chacón, Valeria Righi, Joan Mora-Guiard

Language:

Català: Narcís Parés, Jonathan Chacón, Joan Mora-Guiard

Español: Alicia Burga, Valeria Righi

Timetable:
Building: Communication campus - Poblenou

 

Introduction

Computer Science engineers and Audiovisual Systems engineers must finish their studies with professional skills that can be quickly implemented. This course attempts to give students an adequate basis for the interaction design and initial implementation of user interfaces. This requires that we consider the relationship between Person (User) and computer (technology); while for the design and implementation of engineering processes is necessary to understand the interaction.


Students should finish this course with knowledge on:

- The context of interaction design and interfaces: science and art of Human-Computer Interfaces and what is known as Usability Engineering

- The variability of the interfaces and interactions, elements of quality and relation to the characteristics of users

- Implementation of ideas about development methodologies and tools for programming / implementing user interfaces


Hence, they should attain the following basic point of view: the way real users act is quite different from how they usually think they do. To achieve the objectives of the course students must develop mostly the practical aspects and quickly start the project work, which essentially entails developing a prototype interface and evaluate its usability. To this end we cover at the start of the course, the evaluation tools, prototyping, design and implementation.

 

Prerequisites

None.

 

Associated competences

Transversal CompetenciesSpecific Competencies

instrumental

G1. Capacity for analysis and synthesis

G2. Ability to organize and plan

G4. Ability to search and information management

G5. Skill in making decisions

G6. Ability to communicate orally and properly written in Catalan and Spanish, both in front of audiences as expert amateurs

interpersonal

G8. Ability to work in team

G14. Ability and motivation to achieve quality

Specific Professional Skills

H1. Ability to conceive and carry
projects using computer
own principles and methods of engineering

H3. Capacity to drafting and project development in the field of specialty

H6. Understand the responsibility at ocial, and professional ethics, and civil case, the activity of the Computer Engineering and its role in the field of ICT and Society and Knowledge Ingormació.

P1. Capacity to drafting and development of projects in the field of specialty.

Specific Skills Basic Training

Specific Skills Engineering
Computer

IN11. Know the different models
software life cycle. knowing and
how to apply a methodology
specific engineering software
all phases of the life cycle.


IN34. Understand and be able to apply
principles of human-computer interaction to
design, construction and evaluation of a
wide range of materials including
user interfaces and multimedia systems.


IN36. Know and understand the principles
of different types and architectures
multimedia information, and be able
apply the most appropriate for each
problem.


Specific Skills Common to
Telecommunication branch


T7. Ability to learn and use
architecture and design methodology,
verification and validation of software.


T8. Ability to perform programming
Real-time, concurrent and distributed
based events, as well as
personalized interface design
computer.


Specific technology skills:
Telematics

Specific technology skills:
systems

 

Assessment

This course has a strong component of continuous assessment structure from all practical work in various practices that students must be made ​​and delivered throughout the course. Also from exercises that link theory with practice and serve as preparation for practice. These exercises form guided seminars are held in conjunction with the teacher to ensure that doubts are cleared before students have to face the implementation of practices.

However, since the practices are carried out in groups of 3, it is considered appropriate to make two small controls, one half way and the other towards the end of the course, to verify the theoretical concepts and practical contextualization are bound at the individual level of each student.

The sequence of seminars and practical as temporality (as defined in paragraph 8) is as follows (note: the last two seminars are not evaluable):

Practice 1: B1.P1. Selecting an interface to an existing design and similar interface

Seminar 1: B2.S1. Questionnaire Design and Contextual

Practice 2: B2.P1. Assessing the similar interface with usability questionnaire and identification of contextual requirements

Seminar 2: B4.S. Centered Design Use

Practice 3: B4.P1. Centered Design Use (Usage Centered Design)

Practice 4: B5.P1. Construction and selection of alternative models

Seminar 3: B3.S1. Prototyping Tools

Seminar 4: B5.S1. Preparation prototype interface design (not evaluable)

Practice 5: B5.P2. Interface prototyping

Practice 6: B6.P1. Usability evaluation of the prototype

Seminar 5: B6.S1. Preparation for final report and oral presentation (not evaluable)

Practice 7: B6.P2. Final report and oral presentation


Thus, assessment tools are as follows.


 
Evaluated CompetenciesEvaluation ActivitiesEvaluation CriteriaMinimum required to passWeight on final grade

Evaluation Block 1: Theory with Partial Exams 

G1, G2, G6,  G14,

H3,

P1,

IN11, IN34,

IN36,

T7

1st partial exam:
B1.T1.

Introduction and aspects of the quality of the interfaces and interactions
B2.T1. Understanding the user and Contextual Design methodology
B3.T1. Prototyping tools and techniques

Short answer questions and / or container types correctly and focused

Must obtain at least a 5,0

The two partials are averaged 50% each.



The result has a 1/3 weight over the final grade.

2nd partial exam:
B4.T1. 

Design Methodology Centered Use
B5.T1. Variability of interfaces and interactions
B6.T1. Usability Evaluation

Evaluation Block 2: Individual Exercises in Seminars

G1, G2, G4, G5, G6, G14,

H3, H6,

P1,

IN11, IN34, IN36,

T7, T8

Seminar 1: B2.S1.
Contextual Design Questionnaire

 

Correct class work with dialogue with the teacher and correct exercises freely. 

Scored only in three possible ratings:
0.0 / 5.0 / 10.0
depending on the quality

Exercises should be delivered at the end of each class.
Otherwise grade 0.0

 

They are averaged with equal grade in the range
[0.0, 1.0]

 

This point adds to the final grade


 

Seminar 2: B4.S1.
Usage Centered Design 

 

Seminar 3: B3.S1. Prototyping Tools

Evaluation Block 3: Practical Teamwork 

G1, G2, G4, G5, G6, G8, G14,

H1, H3, H6,

P1,

IN11, IN34,

IN36,

T7, T8

Practice 1: B1.P1. Selecting an interface to an existing dissenyar and similar interface

It is necessary that the practice contains clear definitions of all points defined in the assignment. It is necessary that each point is reasoned, explained and illustrated as asked and according to the content given in class. You must deliver in the correct format and within the established time slot. Otherwise the grade will be 0.0



In the specific case of practice 7, its grade will be the average between the oral presentation and the written document.

 

Must get at least a 5,0

from the weighed averaged of the 7 parts.

 

If a practice is not delivered or delivered outside the allotted time it will be graded 0.0

 

In practice P7 students will give a compulsory oral presentation which has a similar function as an exam would.

If a student does not participate in this presentation the whole set of practice works may not be passed.

Weighed average of the 7 pactice works according to the following ordered weights:

0,5 - 1,5 - 1,0 - 1,0 - 2,0 - 1,5 - 2,5



The result has a 2/3 weight over the final grade.
Practice 2: B2.P1. Evaluation of the interface like a usability questionnaire and Identification of contextual requirements

Practice 3: B4.P1.
Usage Centered Design

Practice 4: B5.P1. Construction and selection of alternative models

Practice 5: B5.P2.
Interface prototyping

Practice 6: B6.P1. Usability evaluation of the prototype 

Practice 7: B6.P2.
Final report and oral presentation

 

Thus, the formula for calculating utilitzará final grade will be:

NF = NPartials / NPractice * 3 + 2/3 + NSeminars

where NPartials> = 5.0; NPractice> = 5.0

 

Assessment of recovery:

If a student fails the course by continuous assessment concerning the recovery will have to recover the suspended parts according to the following casuistry.

Block Assessment 1 Suspended

- Perform partial controls 1 or 2 or 1 and 2 has been suspended.

The average of the partial will be made (analogous way as it would during the course), you add the note that has Block 2 and the outcome evaluation will involve third of the final grade. The notes on other approved parties will keep.

Block evaluation 2 Suspended

This blog is not recoverable.

 

Block Evaluation 3 Suspended

Although this work will involve group during the course, giving you the chance to make an individualized recovery.

It is necessary that the student:

- Correct the parts that were not right in practice. You must do individually and have to re-deliver the comprehensive document that includes all parties, stating clearly what has improved, how and why.
- On the day of recovery of Block Assessment 1, you must make an oral presentation practice individually as the presentations were the end of course. Will 5minutes to make the presentation (as was done at the end of course).

You'll note a unique practice and will result 3.2 of the final grade. The notes on other approved parties will keep.

NOTE: It should be clear that the recovery is only for students who have participated in the course itself. Those who have not attended classes, were not submitted to partial or seminars may not access the recovery.

 

 

 

Contents

B1.T1. Introduction and aspects of the quality of the interfaces and interactions

B1.P1. Selecting an interface to an existing design and similar interface

 

B2.T1. Understanding the user and Contextual Design methodology

B2.S1. Questionnaire Design and Contextual

B2.P1. Assessing the similar interface with usability questionnaire and identification of contextual requirements

 

B3.T1. Prototyping tools and techniques

B3.S1. Prototyping Tools

 

B4.T1. Design Methodology Centered Use

B4.S1. Centered Design Use

B4.P1. Centered Design Use (Usage Centered Design)

 

B5.T1. Variability of interfaces and interactions

B5.P1. Construction and selection of alternative models

B5.S1. Preparation prototype interface design

B5.P2. Interface prototyping

 

B6.T1. Usability Evaluation

B6.P1. Usability evaluation of the prototype

B6.S1. Preparation for final report and oral presentation

B6.P2. Final report and oral presentation

 


Block 1: Introduction and aspects of the quality of the interfaces and interactions

B1.T1. Introduction and aspects of the quality of the interfaces and interactions
B1.P1. Selecting an interface to an existing design and similar interface

This block introduces what is a user interface, which means the person computer interaction and its importance.

From a theoretical point of view the following touch points:

- Introduction
- The importance of interfaces and design interaction
- Definitions
- Some aspects of the quality of the interfaces and interactions
- Working examples

From a practical point of view, students work in groups to select from a graphical user interface existing and start analyzing it to try to improve. This interface will be your point of reference throughout the course.

In practice, they made ​​the following points:

- Select interface design proposed
- Select the interface that is similar
- Selection criteria used
- Main features of this interface you want to improve and then evaluate
- Reasoned estimate of the time it will take to develop the interface

The seminars will reinforce the link between theory and practice.

 

Block 2: Understanding User and Contextual Design methodology

B2.T1. Understanding the user and Contextual Design methodology
B2.S1. Questionnaire Design and Contextual
B2.P1. Assessing the similar interface with usability questionnaire and identification of contextual requirements

This block marks the importance and centrality that the user must have for any engineer in the whole process of interaction design and interface. From here the Contextual Design methodology, essential in the process of understanding the user is entered and how to model what the user will get to know in order to start the interface design is formalized.

Students must learn to get information from their archetypal users and therefore need to conduct a usability study and contextual design. This whole process is eminently practical and applied from the seminar work in the teacher guide them and practice it alone and have to scramble.

 

Block 3: Prototyping tools and techniques

B3.T1. Prototyping tools and techniques
B3.S1. Prototyping Tools

This block provides knowledge of the various techniques used in the interface design process. A process that involves creating many intermediate points called interfaces sketched prototype. So explain the various prototyping techniques as "paper prototyping", "wizard of Oz", etc.

Once the techniques are known then an overview of the tools to make these prototipatges and should allow students to make their prototype interface so you can view, explore, analyze and evaluate their designs is made.

 

Block 4: Methodology Centered Design Use

B4.T1. Design Methodology Centered Use
B4.S1. Centered Design Use <
B4.P1. Centered Design Use (Usage Centered Design)

The Centered Design Using abstract models used to represent the different ways that users have to face and use an interface. So in this block explains how designers formalize the "roles" of users and tasks and "uses" that are made on the interface. Based on UML notations used to accomplish these roles and uses are introduced. Finally it explains how to analyze and define the contents of the interfaces and how they can be formalized in schemes to clear then move to implementation.

Students will consistently implementing these concepts and methods followed in the design process of user interface development and improvement as they have initially chosen in Block 1 This is achieved from exercises in seminars and group work practices.


Block 5: Variation of interfaces and interactions

B5.T1. Variability of interfaces and interactions
B5.P1. Construction and selection of alternative models
B5.S1. Preparation prototype interface design
B5.P2. Interface prototyping

In this block the large number of parameters that exist for designing interfaces and how they can modify the features and usability of the same look.

From a practical point of view, students should choose different options for their interfaces and perform alternative designs to be contrasting and choosing the one deemed most appropriate or best performance. From there they must develop and implement a very advanced prototype of its interface with real users to test and see that its design is quite good.

 

Block 6: Usability Evaluation

B6.T1. Usability Evaluation
B6.P1. Usability evaluation of the prototype
B6.S1. Preparation for final report and oral presentation
B6.P2. Final report and oral presentation

This is the last block that allows students to see the entire process of designing an interface from start to finish. This will close the design and conduct and a formal usability testing would be conducted as a usability lab.

Therefore, from a theoretical point of view is introduced in all phases and details of a Usability Test. Then they must design their own test and implement it on its interface. Finally should produce an evaluation report and expose what has gone well and its design is improved.

 

Methodology

Theory classes will be masterful format where all the concepts necessary for the successful completion of the practical work will be introduced. However, the practical work will be interspersed with lectures so that it is all well linked and students can transfer knowledge from theory to practical and back naturally.

The practical classes will be raised as classes work in teams of 3 so that students can share ideas and organize work. During the sessions the teachers will go through all the groups to give help and support to groups in their work process.

Seminars are intermediate session that is prepared applied the theoretical material covered in the lectures to be well prepared to face the kinds of practices. These seminar sessions pose exercises that students complete individually for teachers to see how students are correctly capturing knowledge and which require reinforcement.

 

 Activitites in classroomActivities out of class
TopicsLarge groupMid groupSmall group 

B1 

2

1

 

5

B2 

2

2

1

10

B3

3

 

1

7

B4

2

2

1

10

B5

4

3

3

12

B6

2

2

2

14

Controls

3     6

Total:

18

10

8

64

Total: 100

 

Resources

Recommended Readings


Interaction design: beyond human - computer interaction / Helen Sharp, Yvonne Rogers and Jenny Preece

Usability engineering / Jakob Nielsen

Handbook of usability testing: how to plan, design, and conduct effective tests / Jeffrey Rubin

Contextual design: defining customer - centered systems / Hugh Beyer, Karen Holtzblatt

User- centered agile methods / Hugh Beyer, [San Rafael, Calif.]: Morgan & Claypool, golpe. 2010


Complementary Readings

Computer graphics: principles and practice / James D. Foley ... [et al.]

Designing the user interface: strategies for effective human - computer interaction / Ben Shneiderman & Catherine Plaisant

Human-computer interaction / edited by Jenny Preece ... [ et al.]

Human-computer interaction / Alan J. Dix ... [et al.]

The Invisible computer: why good products can fail, the personal computer is so complex, and information appliances are the solution / Donald A. Norman

Macintosh human interface guidelines / [by Apple Computer , Inc.] (1 ejemplar)

Object modeling and user interface design / edited by Mark van Harmelen

The Psychology of everyday things / Donald A. Norman

The Psychology of human - computer interaction / Stuart K. Card, Thomas P. Moran ... , Allen Newell ...

Readings in human - computer interaction: Toward the year 2000 / written and edited by Ronald M. Baecker ... [et al.]

Software for use: a practical guide to the modelos and methods of usage - centered design / Larry L. Constantine, Lucy AD Lockwood.

Usabilidad: diseño de Sitios Web / Jakob Nielsen; traducción, Santiago Fraguas