IS6421 H

IS6421 H
My Geistesblitzes
A
十 一
Itil
Lecture 12 HCI
implementation & support,
multimedia
Implementation & support
Type of implementation
Big bang
Phased
Parallel
Pilot
Implementation plan
E.g. establish responsibilities
Conduct initial assessment
Develop organizational policy
Select software
Factors on selecting the right tool
Experience
Efficiency
Capability
Speed of execution
Economical factors
OS preference
Provide training
Development
Promote organization awareness
Monitor
Multimedia
User experience
Media & multimedia
WWW
use with cautions
Elements of multimedia
Text
Images
Audio
Video
Animation
Presentation Skills
Lecture 11 Web Design
Design and Development
Structure of the site
Information Architecture
Affinity Diagram
Card-Sorting Techniques
information design
navigation design
Designer's concerns
principles of good interaction design
Skeleton plane
information design
navigation design
interface design
wireframe technique
Design principles for website
text & hyper text
meaning URLs
min scrolling
any page entry
Usability Poisons
links color
back button
resizing windows
pop ups
Ad like design
4 major components
Content Design
F-shaped pattern
Inversed Golden Triangle
navigation deisgn
labeling
navigation support
Site ID Logo
sign
good feedback
search mechanisms
site maps
breadcrumbs
navigation bars / Tabs
search box
Search
Metadata
Vocabularies
Forms
Multi-level forms
Lecture 6 Design Principes
Design Principles
Learnability
1. Visibility
2. Consistency
3. Familiarity
4. Affordance
Effectiveness
Ease of use
5. Navigation
6. Control
7. Feedback
Safety
8. Recovery
9. Constraints
Accommodating
10. Flexibility
11. Style
12. Conviviality
3D Prototyping Google
Sketch Up Training
Lecture 10
Evaluation
Techniques
Analytic evaluation
Cognitive walkthrough
Heuristic
IMPACT
10 Heuristics Evaluation List
Review based
Model based
Experimental evaluation
Query evaluation
Interviews
Questionnaire
Observational evaluation
Think aloud
Post-task walkthrough
Factors on choosing an
evaluation methods
Stage
early
late
throughout
Styles
Lab
Field
Objective
Subjective
Objective
Measure
Qualitative
Quantitative
Information
low
High
Immediacy
Intrusive
Time
Equipment
Expertise
Lecture 9 Scenarios
Scenarios design
User Stories
Conceptual Scenarios
Concrete Scenarios
UI conceptual design
evaluate prototyping
UI detailed design
Use Cases
Documentation
Implementation
Claims Analysis
Usability claim
+ve & -ve impacts
Balanced analysis
Pros
Cons
What if analysis
expands scenarios
Lecture 8 Requirements
Analysis
Gathering input
Brainstorming
e.g. PACT
Field studies
Observe
Collect artefacts
Capture social context
Interviews
Stories
Scenarios
Prototyping
Requirements
Functional
Must do
Non-Functional
Quality that must have
MoSCow Rules
Must have
Should have
Could have
Would like to have but won't have
Scenarios (lec09)
Task Analysis
Task Analysis
Task Modelling
Claims (lec09)
Lecture 7 Design Process &
Prototyping
Software Engineering
Software Life Cycle
Highly interactive?
Waterfall Model
Spiral Model
Usability Engineering
Usability Specification
Example: Undo VCR
Criteria
Prototyping
Throw-away
Evolutionary
Incremental
Potential Problems
Fidelity
Low
Early
Paper Sketches
StoryBoarding
Midium
Interactive prototypes
e.g. powerpoint button
High
Late
Lecture 4 Interaction and
PACT
Interaction Models
Norman's Model
Execution Phase
Evaluation Phase
Example Want more light
Abowd's Model
Four parties User, System,
Input and Output
Four steps in the interaction cycle
Articulation
Performance
Presentation
Observation
Examples of error in each step
Interaction Layers
Physical Layer
Syntactic Layer
Semantic Layer
Ergonomics and Interaction
Styles (slides in Lecture 3)
PACT Framework
Activities and context
establish requirements
for Technologies
Technologies offer
opportunities to undertake
activities in different ways
PACT concerns
Differences among People
Physical Difference
Psychological Difference
Mental Models
Conceptual Models
Fill in the details Users don't tell the
Designers
Usage Difference
Characteristics of Different Activities
Temporal Aspects
Co-operation and Complexity
Safety Critical
Content
Example Designing a ticket machine
Lecture 3 The
Computer, Interface
and Interaction Style
Interaction
Forms of Interaction
Batch
Interactive
Goal of Interaction
Inputs and Outputs
Links: Computer History
Elements that affect
interaction
Input
Keyboards, Mouses, etc
Immersion Technology
Links: Minority Report
Links: PS3, others
Output
Memory
STM, LTM
Storage formats
Speed
Interaction Style
(to be covered
in Lecture 4)
Ergonomics Factors
Query Dialog
Command Line
Menu-driven
Natural Language
Form-fills and spreadsheet
WIMP
Surface computing
Tutorial 4
Input interfaces
Surface style input
Lecture 2 The Human
Information i/o via
Human sensory
systems
(~35mins)
Visual
How our eyes function?
Ambiguity can be resolved
by Context
Optical Illusion
Reading
Auditory
How our ears function?
Limitation of our hearing
Human can easily filter
what they want to listen
Haptic
=touch
Different kinds of Stimulus
Movement
Time to respond to stimulus
Reaction time + Movement time
Fitt's law
Think your way to do measurement on
the project work
Memory (~20 mins)
Types
Sensory Memory
Short-term Memory
Long-term Memory
Semantic Network
Frame Model
Script Model
Procedural Model
Storage, Forgetting and Retrieval
Reasoning (~25 mins)
Deduction
Induction
Abduction
Examples
Tutorial 3
1. Short-term Memory
2. Reasoning
3. Redesign for ATM
Lecture 1 Course
Overview and Introduction
Tutorial 1
Team Formation
Topics for Assignment 1
Introduction (55 mins)
Activity Satellite
Goal of Interaction Design
easy to learn
easy to use
Importance of Interaction Design
Productivity and Safety aspects
Enjoyable to use
Do useful and desired things
User-centered approach
H.C.I
Multiple disciplines
Factors in HCI
Practical Implication
Design
Implementation
Prototyping & Evaluation
Design Models
Course Overview (~25 mins)
Syllabus
Topics
HCI Foundations
Design
Implementation and Evaluation
Tutors and Lecturers
Lectures & Format
Weekly Schedule and Topics
Refer to the spreadsheet (v2)
Assessment
Attendance, Tutorials and Participation 20%
Group Assignment 1 20%
Group Assignment 2 20%
Exam 40%
Future Interaction
Links sharing: DoCoMo,
XBox Natal Project
Tutorial 2
Menu Design
Lecture 5 Usability
Principles
Usability
easy to use
easy to learn
flexible
Usability Principles
Learnability
1. Predictability
2. Synthesizability
3. Familiarity
4. Generalizability
5. Consistency
Flexibility
6. Dialogue Initiative
7. Multi-threading
8. Task Migratability
9. Substitutivity
10. Customizability
Robustness
11. Observability
12. Recoverability
13. Responsiveness
14. Task Conformance
Goals
efficiency
effectiveness
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