1. Lecture 7 Design Process & Prototyping
1.1. Software Engineering
1.1.1. Software Life Cycle
1.1.1.1. Highly interactive?
1.1.1.1.1. Waterfall Model
1.1.1.1.2. Spiral Model
1.2. Usability Engineering
1.2.1. Usability Specification
1.2.1.1. Example: Undo VCR
1.2.2. Criteria
1.3. Prototyping
1.3.1. Throw-away
1.3.2. Evolutionary
1.3.3. Incremental
1.3.4. Potential Problems
1.3.5. Fidelity
1.3.5.1. Low
1.3.5.1.1. Early
1.3.5.2. Midium
1.3.5.2.1. Interactive prototypes
1.3.5.3. High
1.3.5.3.1. Late
2. Lecture 9 Scenarios
2.1. Scenarios design
2.1.1. User Stories
2.1.2. Conceptual Scenarios
2.1.3. Concrete Scenarios
2.1.3.1. UI conceptual design
2.1.3.2. evaluate prototyping
2.1.3.3. UI detailed design
2.1.4. Use Cases
2.1.4.1. Documentation
2.1.4.2. Implementation
2.2. Claims Analysis
2.2.1. Usability claim
2.2.1.1. +ve & -ve impacts
2.2.2. Balanced analysis
2.2.2.1. Pros
2.2.2.2. Cons
2.2.3. What if analysis
2.2.3.1. expands scenarios
3. Lecture 1 Course Overview and Introduction
3.1. Tutorial 1
3.1.1. Team Formation
3.1.2. Topics for Assignment 1
3.2. Introduction (55 mins)
3.2.1. Activity - Satellite
3.2.1.1. Goal of Interaction Design
3.2.1.1.1. easy to learn
3.2.1.1.2. easy to use
3.2.1.2. Importance of Interaction Design
3.2.1.2.1. Productivity and Safety aspects
3.2.2. H.C.I
3.2.2.1. Multiple disciplines
3.2.2.2. Factors in HCI
3.2.2.3. Practical Implication
3.2.2.3.1. Design
3.2.2.3.2. Implementation
3.2.2.3.3. Prototyping & Evaluation
3.2.2.4. Design Models
3.3. Course Overview (~25 mins)
3.3.1. Syllabus
3.3.2. Topics
3.3.2.1. HCI Foundations
3.3.2.2. Design
3.3.2.3. Implementation and Evaluation
3.3.3. Tutors and Lecturers
3.3.4. Lectures & Format
3.3.5. Weekly Schedule and Topics
3.3.5.1. Refer to the spreadsheet (v2)
3.3.6. Assessment
3.3.6.1. Attendance, Tutorials and Participation - 20%
3.3.6.2. Group Assignment 1 - 20%
3.3.6.3. Group Assignment 2 - 20%
3.3.6.4. Exam - 40%
3.4. Future Interaction
3.4.1. Links sharing: DoCoMo, XBox Natal Project
3.5. Tutorial 2
3.5.1. Menu Design
4. Lecture 10 Evaluation Techniques
4.1. Analytic evaluation
4.1.1. Cognitive walkthrough
4.1.2. Heuristic
4.1.2.1. IMPACT
4.1.2.2. 10 Heuristics Evaluation List
4.1.3. Review based
4.1.4. Model based
4.2. Experimental evaluation
4.3. Query evaluation
4.3.1. Interviews
4.3.2. Questionnaire
4.4. Observational evaluation
4.4.1. Think aloud
4.4.2. Post-task walkthrough
4.5. Factors on choosing an evaluation methods
4.5.1. Stage
4.5.1.1. early
4.5.1.2. late
4.5.1.3. throughout
4.5.2. Styles
4.5.2.1. Lab
4.5.2.2. Field
4.5.3. Objective
4.5.3.1. Subjective
4.5.3.2. Objective
4.5.4. Measure
4.5.4.1. Qualitative
4.5.4.2. Quantitative
4.5.5. Information
4.5.5.1. low
4.5.5.2. High
4.5.6. Immediacy
4.5.7. Intrusive
4.5.8. Time
4.5.9. Equipment
4.5.10. Expertise
5. Lecture 8 Requirements Analysis
5.1. Gathering input
5.1.1. Brainstorming
5.1.1.1. e.g. PACT
5.1.2. Field studies
5.1.2.1. Observe
5.1.2.2. Collect artefacts
5.1.2.3. Capture social context
5.1.3. Interviews
5.1.3.1. Stories
5.1.3.2. Scenarios
5.1.3.3. Prototyping
5.1.4. Requirements
5.1.4.1. Functional
5.1.4.1.1. Must do
5.1.4.2. Non-Functional
5.1.4.2.1. Quality that must have
5.1.4.3. MoSCow Rules
5.1.4.3.1. Must have
5.1.4.3.2. Should have
5.1.4.3.3. Could have
5.1.4.3.4. Would like to have but won't have
5.2. Scenarios (lec09)
5.2.1. Task Analysis
5.2.1.1. Task Analysis
5.2.1.2. Task Modelling
5.3. Claims (lec09)
6. My Geistesblitzes
6.1. A
6.2. 十 一
6.3. Itil
7. Lecture 2 The Human
7.1. Information i/o via Human sensory systems (~35mins)
7.1.1. Visual
7.1.1.1. How our eyes function?
7.1.1.2. Ambiguity can be resolved by Context
7.1.1.3. Optical Illusion
7.1.1.4. Reading
7.1.2. Auditory
7.1.2.1. How our ears function?
7.1.2.2. Limitation of our hearing
7.1.2.3. Human can easily filter what they want to listen
7.1.3. Haptic
7.1.3.1. =touch
7.1.3.2. Different kinds of Stimulus
7.1.4. Movement
7.1.4.1. Time to respond to stimulus
7.1.4.1.1. Reaction time + Movement time
7.1.4.2. Fitt's law
7.1.4.2.1. Think your way to do measurement on the project work
7.2. Memory (~20 mins)
7.2.1. Types
7.2.1.1. Sensory Memory
7.2.1.2. Short-term Memory
7.2.1.3. Long-term Memory
7.2.1.3.1. Semantic Network
7.2.1.3.2. Frame Model
7.2.1.3.3. Script Model
7.2.1.3.4. Procedural Model
7.2.2. Storage, Forgetting and Retrieval
7.3. Reasoning (~25 mins)
7.3.1. Deduction
7.3.2. Induction
7.3.3. Abduction
7.3.4. Examples
7.4. Tutorial 3
7.4.1. 1. Short-term Memory
7.4.2. 2. Reasoning
7.4.3. 3. Redesign for ATM
8. Lecture 3 The Computer, Interface and Interaction Style
8.1. Interaction
8.1.1. Forms of Interaction
8.1.1.1. Batch
8.1.1.2. Interactive
8.1.2. Goal of Interaction
8.1.2.1. Inputs and Outputs
8.1.3. Links: Computer History
8.2. Elements that affect interaction
8.2.1. Input
8.2.1.1. Keyboards, Mouses, etc
8.2.1.2. Immersion Technology
8.2.1.2.1. Links: Minority Report
8.2.1.2.2. Links: PS3, others
8.2.2. Output
8.2.3. Memory
8.2.3.1. STM, LTM
8.2.3.2. Storage formats
8.2.4. Speed
8.3. Interaction Style (to be covered in Lecture 4)
8.3.1. Ergonomics Factors
8.3.2. Query Dialog
8.3.3. Command Line
8.3.4. Menu-driven
8.3.5. Natural Language
8.3.6. Form-fills and spreadsheet
8.3.7. WIMP
8.3.8. Surface computing
8.4. Tutorial 4
8.4.1. Input interfaces
8.4.2. Surface style input
9. Lecture 4 Interaction and PACT
9.1. Interaction Models
9.1.1. Norman's Model
9.1.1.1. Execution Phase
9.1.1.2. Evaluation Phase
9.1.1.3. Example - Want more light
9.1.2. Abowd's Model
9.1.2.1. Four parties - User, System, Input and Output
9.1.2.2. Four steps in the interaction cycle
9.1.2.2.1. Articulation
9.1.2.2.2. Performance
9.1.2.2.3. Presentation
9.1.2.2.4. Observation
9.1.2.3. Examples of error in each step
9.2. Interaction Layers
9.2.1. Physical Layer
9.2.2. Syntactic Layer
9.2.3. Semantic Layer
9.3. Ergonomics and Interaction Styles (slides in Lecture 3)
9.4. PACT Framework
9.4.1. Activities and context establish requirements
9.4.1.1. for Technologies
9.4.2. Technologies offer opportunities to undertake
9.4.2.1. activities in different ways
9.5. PACT concerns
9.5.1. Differences among People
9.5.1.1. Physical Difference
9.5.1.2. Psychological Difference
9.5.1.2.1. Mental Models
9.5.1.2.2. Fill in the details Users don't tell the Designers
9.5.1.3. Usage Difference
9.5.2. Characteristics of Different Activities
9.5.2.1. Temporal Aspects
9.5.2.2. Co-operation and Complexity
9.5.2.3. Safety Critical
9.5.2.4. Content
9.6. Example - Designing a ticket machine
10. Lecture 5 Usability Principles
10.1. Usability
10.1.1. easy to use
10.1.2. easy to learn
10.1.3. flexible
10.2. Usability Principles
10.2.1. Learnability
10.2.1.1. 1. Predictability
10.2.1.2. 2. Synthesizability
10.2.1.3. 3. Familiarity
10.2.1.4. 4. Generalizability
10.2.1.5. 5. Consistency
10.2.2. Flexibility
10.2.2.1. 6. Dialogue Initiative
10.2.2.2. 7. Multi-threading
10.2.2.3. 8. Task Migratability
10.2.2.4. 9. Substitutivity
10.2.2.5. 10. Customizability
10.2.3. Robustness
10.2.3.1. 11. Observability
10.2.3.2. 12. Recoverability
10.2.3.3. 13. Responsiveness
10.2.3.4. 14. Task Conformance
10.3. Goals
10.3.1. efficiency
10.3.2. effectiveness
11. Lecture 6 Design Principes
11.1. Design Principles
11.1.1. Learnability
11.1.1.1. 1. Visibility
11.1.1.2. 2. Consistency
11.1.1.3. 3. Familiarity
11.1.1.4. 4. Affordance
11.1.2. Effectiveness
11.1.2.1. Ease of use
11.1.2.1.1. 5. Navigation
11.1.2.1.2. 6. Control
11.1.2.1.3. 7. Feedback
11.1.2.2. Safety
11.1.2.2.1. 8. Recovery
11.1.2.2.2. 9. Constraints
11.1.3. Accommodating
11.1.3.1. 10. Flexibility
11.1.3.2. 11. Style
11.1.3.3. 12. Conviviality
11.2. 3D Prototyping - Google Sketch Up Training
12. Lecture 11 Web Design
12.1. Design and Development
12.1.1. Structure of the site
12.1.2. Information Architecture
12.1.2.1. Affinity Diagram
12.1.2.2. Card-Sorting Techniques
12.1.3. information design
12.1.4. navigation design
12.2. Designer's concerns
12.2.1. principles of good interaction design
12.2.1.1. Skeleton plane
12.2.1.1.1. information design
12.2.1.1.2. navigation design
12.2.1.1.3. interface design
12.2.1.1.4. wireframe technique
12.2.1.2. Design principles for website
12.2.1.2.1. text & hyper text
12.2.1.2.2. meaning URLs
12.2.1.2.3. min scrolling
12.2.1.2.4. any page entry
12.2.1.3. Usability Poisons
12.2.1.3.1. links color
12.2.1.3.2. back button
12.2.1.3.3. resizing windows
12.2.1.3.4. pop ups
12.2.1.3.5. Ad like design
12.3. 4 major components
12.3.1. Content Design
12.3.1.1. F-shaped pattern
12.3.1.2. Inversed Golden Triangle
12.3.2. navigation deisgn
12.3.2.1. labeling
12.3.2.2. navigation support
12.3.2.2.1. Site ID Logo
12.3.2.2.2. sign
12.3.2.2.3. good feedback
12.3.2.3. search mechanisms
12.3.2.3.1. site maps
12.3.2.3.2. breadcrumbs
12.3.2.3.3. navigation bars / Tabs
12.3.2.3.4. search box
12.3.3. Search
12.3.3.1. Metadata
12.3.3.2. Vocabularies
12.3.4. Forms
12.3.4.1. Multi-level forms
13. Lecture 12 HCI implementation & support, multimedia
13.1. Implementation & support
13.1.1. Type of implementation
13.1.1.1. Big bang
13.1.1.2. Phased
13.1.1.3. Parallel
13.1.1.4. Pilot
13.1.2. Implementation plan
13.1.2.1. E.g. establish responsibilities
13.1.2.2. Conduct initial assessment
13.1.2.3. Develop organizational policy
13.1.2.4. Select software
13.1.2.4.1. Factors on selecting the right tool
13.1.2.5. Provide training
13.1.2.6. Development
13.1.2.7. Promote organization awareness
13.1.2.8. Monitor
13.2. Multimedia
13.2.1. User experience
13.2.1.1. Media & multimedia
13.2.1.1.1. WWW
13.2.1.1.2. use with cautions
13.2.1.2. Elements of multimedia
13.2.1.2.1. Text
13.2.1.2.2. Images
13.2.1.2.3. Audio
13.2.1.2.4. Video
13.2.1.2.5. Animation