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IS6421 HCI by Mind Map: IS6421 HCI

1. Lecture 5 Usability Principles

1.1. Usability

1.1.1. easy to use

1.1.2. easy to learn

1.1.3. flexible

1.2. Usability Principles

1.2.1. Learnability

1.2.1.1. 1. Predictability

1.2.1.2. 2. Synthesizability

1.2.1.3. 3. Familiarity

1.2.1.4. 4. Generalizability

1.2.1.5. 5. Consistency

1.2.2. Flexibility

1.2.2.1. 6. Dialogue Initiative

1.2.2.2. 7. Multi-threading

1.2.2.3. 8. Task Migratability

1.2.2.4. 9. Substitutivity

1.2.2.5. 10. Customizability

1.2.3. Robustness

1.2.3.1. 11. Observability

1.2.3.2. 12. Recoverability

1.2.3.3. 13. Responsiveness

1.2.3.4. 14. Task Conformance

1.3. Goals

1.3.1. efficiency

1.3.2. effectiveness

2. Lecture 1 Course Overview and Introduction

2.1. Tutorial 1

2.1.1. Team Formation

2.1.2. Topics for Assignment 1

2.2. Introduction (55 mins)

2.2.1. Activity - Satellite

2.2.1.1. Goal of Interaction Design

2.2.1.1.1. easy to learn

2.2.1.1.2. easy to use

2.2.1.2. Importance of Interaction Design

2.2.1.2.1. Productivity and Safety aspects

2.2.2. H.C.I

2.2.2.1. Multiple disciplines

2.2.2.2. Factors in HCI

2.2.2.3. Practical Implication

2.2.2.3.1. Design

2.2.2.3.2. Implementation

2.2.2.3.3. Prototyping & Evaluation

2.2.2.4. Design Models

2.3. Course Overview (~25 mins)

2.3.1. Syllabus

2.3.2. Topics

2.3.2.1. HCI Foundations

2.3.2.2. Design

2.3.2.3. Implementation and Evaluation

2.3.3. Tutors and Lecturers

2.3.4. Lectures & Format

2.3.5. Weekly Schedule and Topics

2.3.5.1. Refer to the spreadsheet (v2)

2.3.6. Assessment

2.3.6.1. Attendance, Tutorials and Participation - 20%

2.3.6.2. Group Assignment 1 - 20%

2.3.6.3. Group Assignment 2 - 20%

2.3.6.4. Exam - 40%

2.4. Future Interaction

2.4.1. Links sharing: DoCoMo, XBox Natal Project

2.5. Tutorial 2

2.5.1. Menu Design

3. Lecture 2 The Human

3.1. Information i/o via Human sensory systems (~35mins)

3.1.1. Visual

3.1.1.1. How our eyes function?

3.1.1.2. Ambiguity can be resolved by Context

3.1.1.3. Optical Illusion

3.1.1.4. Reading

3.1.2. Auditory

3.1.2.1. How our ears function?

3.1.2.2. Limitation of our hearing

3.1.2.3. Human can easily filter what they want to listen

3.1.3. Haptic

3.1.3.1. =touch

3.1.3.2. Different kinds of Stimulus

3.1.4. Movement

3.1.4.1. Time to respond to stimulus

3.1.4.1.1. Reaction time + Movement time

3.1.4.2. Fitt's law

3.1.4.2.1. Think your way to do measurement on the project work

3.2. Memory (~20 mins)

3.2.1. Types

3.2.1.1. Sensory Memory

3.2.1.2. Short-term Memory

3.2.1.3. Long-term Memory

3.2.1.3.1. Semantic Network

3.2.1.3.2. Frame Model

3.2.1.3.3. Script Model

3.2.1.3.4. Procedural Model

3.2.2. Storage, Forgetting and Retrieval

3.3. Reasoning (~25 mins)

3.3.1. Deduction

3.3.2. Induction

3.3.3. Abduction

3.3.4. Examples

3.4. Tutorial 3

3.4.1. 1. Short-term Memory

3.4.2. 2. Reasoning

3.4.3. 3. Redesign for ATM

4. Lecture 3 The Computer, Interface and Interaction Style

4.1. Interaction

4.1.1. Forms of Interaction

4.1.1.1. Batch

4.1.1.2. Interactive

4.1.2. Goal of Interaction

4.1.2.1. Inputs and Outputs

4.1.3. Links: Computer History

4.2. Elements that affect interaction

4.2.1. Input

4.2.1.1. Keyboards, Mouses, etc

4.2.1.2. Immersion Technology

4.2.1.2.1. Links: Minority Report

4.2.1.2.2. Links: PS3, others

4.2.2. Output

4.2.3. Memory

4.2.3.1. STM, LTM

4.2.3.2. Storage formats

4.2.4. Speed

4.3. Interaction Style (to be covered in Lecture 4)

4.3.1. Ergonomics Factors

4.3.2. Query Dialog

4.3.3. Command Line

4.3.4. Menu-driven

4.3.5. Natural Language

4.3.6. Form-fills and spreadsheet

4.3.7. WIMP

4.3.8. Surface computing

4.4. Tutorial 4

4.4.1. Input interfaces

4.4.2. Surface style input

5. Lecture 4 Interaction and PACT

5.1. Interaction Models

5.1.1. Norman's Model

5.1.1.1. Execution Phase

5.1.1.2. Evaluation Phase

5.1.1.3. Example - Want more light

5.1.2. Abowd's Model

5.1.2.1. Four parties - User, System, Input and Output

5.1.2.2. Four steps in the interaction cycle

5.1.2.2.1. Articulation

5.1.2.2.2. Performance

5.1.2.2.3. Presentation

5.1.2.2.4. Observation

5.1.2.3. Examples of error in each step

5.2. Interaction Layers

5.2.1. Physical Layer

5.2.2. Syntactic Layer

5.2.3. Semantic Layer

5.3. Ergonomics and Interaction Styles (slides in Lecture 3)

5.4. PACT Framework

5.4.1. Activities and context establish requirements

5.4.1.1. for Technologies

5.4.2. Technologies offer opportunities to undertake

5.4.2.1. activities in different ways

5.5. PACT concerns

5.5.1. Differences among People

5.5.1.1. Physical Difference

5.5.1.2. Psychological Difference

5.5.1.2.1. Mental Models

5.5.1.2.2. Fill in the details Users don't tell the Designers

5.5.1.3. Usage Difference

5.5.2. Characteristics of Different Activities

5.5.2.1. Temporal Aspects

5.5.2.2. Co-operation and Complexity

5.5.2.3. Safety Critical

5.5.2.4. Content

5.6. Example - Designing a ticket machine

6. Lecture 7 Design Process & Prototyping

6.1. Software Engineering

6.1.1. Software Life Cycle

6.1.1.1. Highly interactive?

6.1.1.1.1. Waterfall Model

6.1.1.1.2. Spiral Model

6.2. Usability Engineering

6.2.1. Usability Specification

6.2.1.1. Example: Undo VCR

6.2.2. Criteria

6.3. Prototyping

6.3.1. Throw-away

6.3.2. Evolutionary

6.3.3. Incremental

6.3.4. Potential Problems

6.3.5. Fidelity

6.3.5.1. Low

6.3.5.1.1. Early

6.3.5.2. Midium

6.3.5.2.1. Interactive prototypes

6.3.5.3. High

6.3.5.3.1. Late

7. Lecture 8 Requirements Analysis

7.1. Gathering input

7.1.1. Brainstorming

7.1.1.1. e.g. PACT

7.1.2. Field studies

7.1.2.1. Observe

7.1.2.2. Collect artefacts

7.1.2.3. Capture social context

7.1.3. Interviews

7.1.3.1. Stories

7.1.3.2. Scenarios

7.1.3.3. Prototyping

7.1.4. Requirements

7.1.4.1. Functional

7.1.4.1.1. Must do

7.1.4.2. Non-Functional

7.1.4.2.1. Quality that must have

7.1.4.3. MoSCow Rules

7.1.4.3.1. Must have

7.1.4.3.2. Should have

7.1.4.3.3. Could have

7.1.4.3.4. Would like to have but won't have

7.2. Scenarios (lec09)

7.2.1. Task Analysis

7.2.1.1. Task Analysis

7.2.1.2. Task Modelling

7.3. Claims (lec09)

8. Lecture 9 Scenarios

8.1. Scenarios design

8.1.1. User Stories

8.1.2. Conceptual Scenarios

8.1.3. Concrete Scenarios

8.1.3.1. UI conceptual design

8.1.3.2. evaluate prototyping

8.1.3.3. UI detailed design

8.1.4. Use Cases

8.1.4.1. Documentation

8.1.4.2. Implementation

8.2. Claims Analysis

8.2.1. Usability claim

8.2.1.1. +ve & -ve impacts

8.2.2. Balanced analysis

8.2.2.1. Pros

8.2.2.2. Cons

8.2.3. What if analysis

8.2.3.1. expands scenarios

9. Lecture 10 Evaluation Techniques

9.1. Analytic evaluation

9.1.1. Cognitive walkthrough

9.1.2. Heuristic

9.1.2.1. IMPACT

9.1.2.2. 10 Heuristics Evaluation List

9.1.3. Review based

9.1.4. Model based

9.2. Experimental evaluation

9.3. Query evaluation

9.3.1. Interviews

9.3.2. Questionnaire

9.4. Observational evaluation

9.4.1. Think aloud

9.4.2. Post-task walkthrough

9.5. Factors on choosing an evaluation methods

9.5.1. Stage

9.5.1.1. early

9.5.1.2. late

9.5.1.3. throughout

9.5.2. Styles

9.5.2.1. Lab

9.5.2.2. Field

9.5.3. Objective

9.5.3.1. Subjective

9.5.3.2. Objective

9.5.4. Measure

9.5.4.1. Qualitative

9.5.4.2. Quantitative

9.5.5. Information

9.5.5.1. low

9.5.5.2. High

9.5.6. Immediacy

9.5.7. Intrusive

9.5.8. Time

9.5.9. Equipment

9.5.10. Expertise

10. Lecture 6 Design Principes

10.1. Design Principles

10.1.1. Learnability

10.1.1.1. 1. Visibility

10.1.1.2. 2. Consistency

10.1.1.3. 3. Familiarity

10.1.1.4. 4. Affordance

10.1.2. Effectiveness

10.1.2.1. Ease of use

10.1.2.1.1. 5. Navigation

10.1.2.1.2. 6. Control

10.1.2.1.3. 7. Feedback

10.1.2.2. Safety

10.1.2.2.1. 8. Recovery

10.1.2.2.2. 9. Constraints

10.1.3. Accommodating

10.1.3.1. 10. Flexibility

10.1.3.2. 11. Style

10.1.3.3. 12. Conviviality

10.2. 3D Prototyping - Google Sketch Up Training

11. Lecture 11 Web Design

11.1. Design and Development

11.1.1. Structure of the site

11.1.2. Information Architecture

11.1.2.1. Affinity Diagram

11.1.2.2. Card-Sorting Techniques

11.1.3. information design

11.1.4. navigation design

11.2. Designer's concerns

11.2.1. principles of good interaction design

11.2.1.1. Skeleton plane

11.2.1.1.1. information design

11.2.1.1.2. navigation design

11.2.1.1.3. interface design

11.2.1.1.4. wireframe technique

11.2.1.2. Design principles for website

11.2.1.2.1. text & hyper text

11.2.1.2.2. meaning URLs

11.2.1.2.3. min scrolling

11.2.1.2.4. any page entry

11.2.1.3. Usability Poisons

11.2.1.3.1. links color

11.2.1.3.2. back button

11.2.1.3.3. resizing windows

11.2.1.3.4. pop ups

11.2.1.3.5. Ad like design

11.3. 4 major components

11.3.1. Content Design

11.3.1.1. F-shaped pattern

11.3.1.2. Inversed Golden Triangle

11.3.2. navigation deisgn

11.3.2.1. labeling

11.3.2.2. navigation support

11.3.2.2.1. Site ID Logo

11.3.2.2.2. sign

11.3.2.2.3. good feedback

11.3.2.3. search mechanisms

11.3.2.3.1. site maps

11.3.2.3.2. breadcrumbs

11.3.2.3.3. navigation bars / Tabs

11.3.2.3.4. search box

11.3.3. Search

11.3.3.1. Metadata

11.3.3.2. Vocabularies

11.3.4. Forms

11.3.4.1. Multi-level forms

12. Lecture 12 HCI implementation & support, multimedia

12.1. Implementation & support

12.1.1. Type of implementation

12.1.1.1. Big bang

12.1.1.2. Phased

12.1.1.3. Parallel

12.1.1.4. Pilot

12.1.2. Implementation plan

12.1.2.1. E.g. establish responsibilities

12.1.2.2. Conduct initial assessment

12.1.2.3. Develop organizational policy

12.1.2.4. Select software

12.1.2.4.1. Factors on selecting the right tool

12.1.2.5. Provide training

12.1.2.6. Development

12.1.2.7. Promote organization awareness

12.1.2.8. Monitor

12.2. Multimedia

12.2.1. User experience

12.2.1.1. Media & multimedia

12.2.1.1.1. WWW

12.2.1.1.2. use with cautions

12.2.1.2. Elements of multimedia

12.2.1.2.1. Text

12.2.1.2.2. Images

12.2.1.2.3. Audio

12.2.1.2.4. Video

12.2.1.2.5. Animation

12.3. Presentation Skills

13. My Geistesblitzes

13.1. A

13.2. 十 一

13.3. Itil