Academic year 2014-15

Person-Machine Interaction

Degree: Code: Type:
Bachelor's Degree in Computer Science 21442 Optional subject
Bachelor's Degree in Telematics Engineering 22616 Optional subject
Bachelor's Degree in Audiovisual Systems Engineering 21636 Optional subject

 

ECTS credits: 4 Workload: 100 hours Trimester: 3rd

 

Department: Dept. of Information and Communication Technologies
Coordinator: Josep Blat
Teaching staff:

Sebastian Marwecki, Marie-Monique Schaper, Josep Blat (Coordinator)

Language:

English

Timetable:
Building: Communication campus - Poblenou

 

Introduction

Human-Computer Interaction (HCI) is a multidisciplinary field, which lies in a set of areas dealing with different aspects of interaction with digital systems, such as design methodologies, interaction paradigms, tools, evaluation techniques, etc. Within our engineering degrees, the HCI course belongs to a block, where other courses are Interaction Engineering, Interactive Systems, Audiovisual Languages and Interactive Narrative, Narrative and Representation.

The goal of the HCI course is to provide the students with a grounding in HCI research, which is currently focused on User Experience (UX), framed in the context of previous generations of HCI, which focused first on Human Factors, and later, on Human Actors. Different perspectives of the current paradigm are explored. The course zeros in on users in their social context. Another aspect that is explored is the engineering perspective, and attention is paid to design, and implementation of prototypes to test and advance ideas – within this framework of current applications and interests.

The learning activities are mostly of two different types:

- Theory sessions, where after introduction by the lecturer of some topic(s) and relevant examples, the students will have a debate about the topic(s) based on some papers they should have previously read.

- Seminars and Labs, where students in groups work on the design and prototyping of an interactive application, while at the same time learning to use some technologies used in their projects (Processing and Android).

 

Prerequisites

The subject assumes previous background, mainly of the subjects Programming Fundamentals, Object Oriented Programming, Interaction Engineering, Audiovisual Languages and Interactive Narrative. Concepts from Computer Graphics and Distributed Applications Programming could be useful.

 

Associated competences

Instrumentales

CG1: Capacidad de síntesis

El estudiante ha de ser capaz de escribir soluciones con los elementos esenciales, de forma simple, elegante y lo más eficiente posible.

CG2: Capacidad de análisis

El estudiante ha de ser capaz de, a partir de un problema concreto, analizarlo y proponer soluciones adecuadas a dicho problema.

CG3: Capacidad de presentación

El estudiante ha de ser capaz de presentar su trabajo de forma oral públicamente.

 

Interpersonales

CG4: Capacidad de trabajo en equipo

El estudiante ha de ser capaz de trabajar en equipo, colaborando de forma proactiva en la toma de decisiones, planificación y desarrollo de un proyecto.

CG5: Capacidad para debatir

El estudiante ha de ser capaz de debatir, defendiendo de forma razonada sus argumentos y punto de vista.

 

Sistémicas

CG6: Capacidad para aplicar el conocimiento en la práctica

El estudiante ha de ser capaz de aplicar los conocimientos adquiridos para resolver problemas concretos, eligiendo la técnica que mejor se ajuste a cada caso.

CG7: Interés por la calidad

El estudiante ha de demostrar interés por la calidad de su trabajo.

 

 

 

Específicas

 

IN34: to know and be able to apply the concepts of HCI to the design, construction and evaluation of a wide range of systems including user interfaces and multimedia systems.

IN36: to know and understand the principles of the different modalities and architectures of multimedia information and be able to apply the most suitable for each problem.

IPM1: to be able to design interactive experiences using different techniques including sketching, and to understand and be able to use techniques borrowed from agile user centered methodologies.

IPM2: to understand and be able to use in the context of the applications some elements of ethnographically inspired techniques, interactive visualization, emotional components in interaction, social interaction, ambient intelligence or other current paradigms.

IPM3: to be able to develop prototypes of social, mobile, interactive applications, using the most appropriate sensors for each problem.

 

 

Assessment

This course consists of two main parts, debates and projects, and the mark in each represents 50 % of the final mark.

Debates marking

The 50 % debate mark is broken down into Moderation (compulsory) 10 %; Comments (compulsory) 20 %; Participation 20 % (according to three aspects,  Attendance 5 %, Attitude 5 %, Active participation
 10%)

The moderation mark comes from the work of the student as moderator of a discussion session.

The comments mark corresponds to the comments on articles read for each discussion session. Each student must submit 4 reviews (one for each discussion session in which the student is not moderator) within the scheduled deadline for each session. The comments mark will come from averaging the marks of the 4 comments .

The participation mark relates to student’s participation in the discussion sessions where s/he is not moderating: the average of the 4 marks. As indicated above, according to three aspects : attendance , attitude, and active participation in the discussion.

Project marking

The 50 % project mark is broken down into 10% Sketching, Project proposal 10%, Final Project 20 %, Final Presentation 10%.

The Sketching mark corresponds to the sketching activity to be held in Lab session P2.

At mid term each group shall submit a project proposal and present it in class, whose mark corresponds to this.

At the end of the quarter, each group must submit their final project and present it in class. The final project mark corresponds to the final prototype delivered and the final presentation mark corresponds to the class presentation .

Final mark

In summary, the final mark is computed as:

(0.1 * Moderation ) + ( 0.2 * comments) + ( 0.2 * Participation) + (0.1 * Sketching ) + ( 0.1 * Project Proposal ) + ( 0.2 * Final Project) + (0.1 * Final Presentation )

Note that the last 3 marks are group ones, while the remaining ones are individual.

To pass, you must:


Get at least 5 as a final mark

Moderate a discussion session

Deliver comments to the sessions you do not moderate

IMPORTANT: No part of the evaluation of this course will be recoverable in July.

 

Competencies & Activities

Activity

Competencies

Moderation

CG3, CG4, CG5

Comments

CG1, CG2, CG7

Participation

CG5, IPM2, IPM3, IPM4, IPM5, IPM6

Sketching

CG6, CG8, IPM1

Project proposal

CG1, CG2, CG3, CG4, CG6, CG7, CG8, IN34, IN36, IPM1

Final project

CG1, CG2, CG4, CG6, CG7, CG8, IN34, IN36, IPM2, IPM3

Final presentation

CG3, CG4

 

 

Contents

1. Introduction, Prototyping, Sketching

2. Agile User-Centred Techniques, Personas (Sketching with Data)

3. Users & Participatory Design (Debate 1)

4. Evaluation: in the lab vs outside the lab (Debate 2)

5. From Ergonomics to UX; emotions (Debate 3)

6. Beyond the desktop metaphor (Debate 4)

7. Ethics in online and offline research (Debate 5)

Processing, Android programming, and sensors integration will be the core of the Labs of the course, devoted to prototyping an application in groups. Some topic of the debates can be changed at the beginning of the term.

 

Methodology

Theory sessions

There are some sessions where the lecturer presents theoretical aspects and others in which students present their work. However, most of them are divided into two parts. During the first part the lecturer presents some aspects related to one of the items of the subjectaccompanied by examples illustrating it. During the second part, students discuss the topic introduced. The discussion will be structured around a series of articles that the students should have read previously.

Before each debate, the students shall send a comment on any of the articles proposed for such a discussion. Each student can choose the most interesting article for her/him.

The comment must be brief (2 to 4 paragraphs) and should summarize the (grounded) opinions of the student: what surprised you most? What problems do you see in the work read? What questions does the paper bring you? What other ideas does it inspire you? ...

The comments must be sent (in text format) by 9 am in the morning prior to the debate (only counting lecturing days), i.e., if the debate is a Tuesday, the comments should be sent before Monday by 9 am; but if it is held a Monday, the deadline is 9 am the previous Friday

Each student has to serve as rapporteur/moderator at least once during the quarter. S/he is responsible for moderating the debate, and prepare a short presentation (approximately 10 min) and a series of questions to stimulate class discussion. Given that there are more students than sessions, each debate will be actually moderated by several students. The students that moderate each meeting will have access to the comments by their colleagues a day before the meeting, so that they can take them into account in preparing the presentation and encouraging debate.

 

Seminars and lab sessions

In these sessions, students work the practical aspects of the subject. Students will work, in groups of 4 members, in the design and prototyping of an interactive application. In addition, in these sessions students learn to use the tools and technologies to be used in their projects.

 

Session

Contact hours

Individual work

Large group

Small group

T1

2

 

0,5

P1

2

 

2

T2

2

 

1

P2

2

 

0,5

T3

2

 

3

S1

 

2

2

T4

2

 

3

P3

2

 

2

T5

2

 

3

S2

 

2

6

T6

2

 

3

P4

2

 

7

T7

2

 

3

S3

 

2

7

T8

2

 

3

S4

 

2

7

P5

2

 

7

T9

2

 

4

Total

28

8

64

Total: 100 hours (4 ECTS*2.5)

Schedule

 

 

Dilluns
12.30-14.30

Dimecres
8.30-10.30

Dijous
10.30-12.30.30

1

06-10 abr

06/04

 

FESTIU

0804

T1-1

Introduction, Sketching, Prototyping

09/04

P101-1

Processing

2

13-17 abr

13/04

T1-2

Agile User-Centred Techniques, Personas (Sketching with Data)

15/04

S101-1

Sketching

 

16/04

 

3

20-24 abr

20/04

S101-2 Visualization

22/04

P101-2 Android,

sensors

23/04

 

FESTIU

 

4

27 abr-1 mai

27/04

T101-3

Users & Participatory Design (Debate 1)

29/04

T102-3

Users & Participatory Design (Debate 1)

30/04

T1-4

Proposals presentation

5

04-08 mai

04/05

T101-5

Evaluation: in the lab vs outside the lab (Debate 2)

06/05

T102-6

Evaluation: in the lab vs outside the lab (Debate 2)

07/05

S101-3 Projects

6

11-15 mai

11/05

T101-6

From Ergonomics to UX; emotions  (Debate 3)

13/05

T102-7

From Ergonomics to UX; emotions  (Debate 3)

14/05

P101-3 Projects

7

18-22 mai

18/05

T101-7

Beyond the desktop metaphor (Debate 4)

20/05

T102-7

Beyond the desktop metaphor (Debate 4)

21/05

 

 S101-4 Projects

 

8

25-29 mai

25/05

T101-8

Ethics in “online and offline” research (Debate 5)

27/05

T102-8

Ethics in “online and offline” research (Debate 5)

28/05

P101-4 Projects

9

01-05 jun

01/06

 

FESTIU

 

 

 

03/06

 

 

 

 

04/06

S101-5 Projects

 

10

08-12 jun

08/06

 

10/06

T9

Final Presentations

11/06

 

 

 

 

11

15-19 jun

15/06

 

17/06

 

NO LECTIU

 

 

18/06

 

NO LECTIU

 

 

 

 

 

Resources

Basic References

Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt, Bill Buxton: Sketching User Experiences: The Workbook. Morgan Kaufmann.

Casey Reas, Ben Fry: Getting Started with Processing. O'Reilly.

Casey Reas, Ben Fry: Processing: A Programming Handbook for Visual Designers and Artists. The MIT Press.

Complementary References

Marko Gargenta: Learning Android. O'Reilly. 


Paul J. Deitel, Harvey M. Deitel, Abbey Deitel, Michael Morgano: Android for Programmers: An App-Driven Approach. Prentice Hall.

Mike Kuniavsky: Smart Things: Ubiquitous Computing User Experience Design. Morgan Kaufmann.

Jeff Johnson: Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules. Morgan Kaufmann.

Clifford Nass, Corina Yen: The Man Who Lied to His Laptop: What Machines Teach Us About Human Relationships. Current.

Scott McCloud: Understanding Comics: The Invisible Art. HarperCollins Publishers.

Rosalind W. Picard: Los Ordenadores Emocionales. Ariel.

Jonathan Lazar, Jinjuan Heidi Feng, Harry Hochheiser: Research Methods in Human-Computer Interaction. Wiley.

Other resources

There will be other resources available from the Aula Global, namely: