2. Study Unit Aims
At the end of this unit you should be able to:
• Reason about explicit and implicit user models,
take into account ethics, and evaluate them;
• Design systems that adapt to different users and
contexts;
• Evaluate systems that maintain an interaction with
the user using smart and innovative technologies;
3. Learning Outcomes
• Identify different user models for specific contexts;
• Apply and justify the use of a specific model,
adapted to a particular situation;
• Discuss how AI techniques can contribute to a
system optimisation for a more effective HCI;
• Design and test user interfaces for different
purposes;
5. • Week 6: Visual design for user interfaces
• Week 7: Multimodal interfaces
• Week 8: Interface design I
• Week 9: Interface design II
• Week 10: Testing & Evaluation
• Week 11: Case Studies: Healthcare
• Week 12: Case Studies: Games
6. Study Unit Modality
• A Blended model using face-to-face lectures and
online interactive sessions
• 2 hours on Monday 9-11 am (face-to-face)
• 2-3 hours online study (available for online chats
on Thursdays 9-10 am)
7. Study Unit Assessment
• Project (60%) - group
• Work in small groups to design, implement and evaluate a user
interface through an iterative design process with a series of
graded milestones (T01-T06)
• Online postings (30%) - individual
• Use the UoM Moodle VLE to view weekly readings, and
participate in class discussions
• Presentation (10%) - group
• Recorded 5 minute presentation (can use multiple modalities)
tracing the development of your project
9. The Project
• Contains 6 gradable tasks (T01-T06);
• Milestones will be announced via VLE calendar;
• Milestones will be spread across the semester;
• Online discussions will also involve your project
design & development;
11. T01: Project Proposal & Analysis
• Groups should be no bigger than 3;
• Choose your own project: either web, desktop or
mobile
• Carry out (a) user analysis, (b) task analysis, (c)
domain analysis
• Hand in a form of a web page for the project
12. T02: Designs
• Write and present scenario;
• Generate 3 different storyboard designs
(preliminary)
• Combine text with sketches for your storyboard and
explain how each works in the scenario
• Subsections on web page will include (a) scenario
and (b) designs
13. T03: Paper Prototyping
• Prototype building (hand sketching can work);
• Draw static background, menu, and decide on the
dynamic parts of the interface;
• Prototype testing will include: user debriefing, three
tasks for your users to carry out, practice paper
prototype;
• Subsections on web page will include (a) prototype
photos/videos,(b) briefing, (c) scenario tasks and (d)
observations;
14. T04: Computer Prototype
• Your prototype should be:
• High fidelity in Look
• Medium fidelity in Feel
• Low fidelity in Breadth & Depth;
• This prototype will be distributed amongst your class mates so that
they can do a heuristic evaluation. Therefore make sure that your
prototype can run on Windows, Mac or Linux;
• On your project webpage, include a subsection called computer
prototype with (a) platform, (b) brief instructions, (c) which parts are
shallow, and (d) prototype link downloaded in a single file;
15. T05: Implementation
• Due by presentation (end of semester);
• Brief on application purpose and user population;
• Walk through of interface;
• Answer questions about your design decisions and
development process;
16. T06: User Testing
• At least 3 representative users from your
population;
• Prepare briefing and tasks;
• Provide a formative evaluation including : (a)
briefing, (b) tasks and (c) observation;
• On your website make sure you have the following:
(a) final design (including screenshots), (b)
implementation, (c) evaluation and (d) reflection;
17. Online Postings
• A combination of discussions on selected papers &
publications as well as project discussions;
• In project discussions, you are expected to
participate in forum discussion boards to highlight
challenges and share strategies with other groups
and collaborators;
20. The Presentation
• To be delivered after the end of the last exam (or as
agreed amongst ourselves);
• Presentation should feature a 5 min run through of
application as well as possible 5 mins briefing +
questions as per T05;
22. • The human side of the human-computer interaction
changes very slowly;
• Much of what was learned about our perceptual,
cognitive, social and emotional processes when we
interacted with the older technologies applies to
our interaction with the emerging technologies;
23. HCI vs. CHI
• HCI covers research areas of:
• human factors & ergonomics
• information systems
• computer science
• library & information systems
• CHI is narrower with a specific focus on computer
science
25. Origins of H & I
(19th century)
• Taylor (1911) - improve work
practices by reducing
performance time;
• Gilbreth (1914) - efficiency &
worker experience as a
founder of human factors;
• World Wars I & II prompted
human engineering, human
factors & ergonomics;
26. Origins of H & I
(19th century)
• Late nineteenth century - the
evolution of technologies &
practices for compressing,
distributing & organising
information;
• Photography used for
documentation;
• Library services & management in
the US took precedence over
technology;
• Otlet implemented UDC in
Belgium - financed in 1919 to
fund the Mundaneum;
27. • HCI has evolved from the memex, vacuum tubes,
and early computing, to new systemic research
based on vision and computer graphics,
interconnectedness, and information science.
• More recent evolution of computer science, AI, &
computer graphics and the Internet era
28. –Paul Boag
“Users are not always logical, at least not on
the surface. To be a great designer you need
to look a little deeper into how people think
and act.”