Get Started. It's Free
or sign up with your email address
IS6421 HCI by Mind Map: IS6421 HCI

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

13.3. Presentation Skills