Last altered 5/23/01 This is under revision
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The course is conceived of as discussions on 15 (or so) topics. A lecture course in the University of Arizona amounts to 37 1/2 hours of instruction spread through a semester. Our 'discussions' will be the virtual counterpart of 15 (or so) two and a half hour lectures, delivered at a rate of one a week. There will be notes, readings, discussion groups, and, possibly, conferencing (or online chat). |
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General |
If we were to use a set text, it would be
because Preece gives you a fair bit of the 'why' (behind the 'what' and the 'how'). However, it is getting a bit old for what we want to do in this course. So, perhaps we can just mention it, and let you decide whether you wish to purchase. You should read
Also very good are any of the writings of Donald Norman, for example
The first four of these are available on a single Voyager-CD (which is certainly available for the Macintosh platform, I am unsure of its status for other operating systems).
Another leading figure is Jakob Nielsen (who is now in a consulting partnership with Norman) You might want to check Alertbox and readings emanating from it.
Another useful book is Shneiderman, Ben. [1997], Designing the User Interface: Strategies for Effective Human-Computer Interaction, Reading, Mass. : Addison-Wesley Pub. Co. (ISBN: ?). The text contains extensive bibliographies and lists of information resources. There is now a very useful Website devoted to this. Designing the User Interface And we will make extensive use of electronic sources (which will be recommended piecemeal, when needed). A start (and a finish) is The HCI Bibliography: Human-Computer Interaction Publications and Resources Also good for consulting is Helander, Martin ed. (1988), Handbook of Human-Computer Interaction ACM Curricula forHuman-Computer Interaction And you should not miss Bad Human Factors Designs (but not updated for a while) Apparently many of the readings are available from EBSCO Host.
Readings in Human-Computer Interaction : Toward the Year 2000 by Ronald M. Baecker (Editor), William Buxton, Jonathan Grudin, Saul Greenberg ($70) ISBN 1558602461, 1995
Practical Information Architecture: A Hands-On Approach to Structuring Successful Websites by Eric L. Reiss |
The Topics |
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1: What is HCI? |
Designing computer systems to support people safely and productively (some see this as making more money). Nowadays everyone is a User, not just experts. Should be designed to meet the needs and capabilities of those for whom they are intended. HCI design, evaluation, and implementation of interactive computer systems and study of major phenomena surrounding their use. New challenges-- keeping up with the technology, putting it to good use What is it that makes easy to use systems easy to use? Why is a car so good and a video recorder so bad? |
Readings |
Have a look at The HCI Bibliography: Human-Computer Interaction Publications and Resources and follow through the Definition and Field of HCI Preece [1994] Chapter 1 or Shneiderman[1992 or 7?] Chapter 1. Some of
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2: Cognitive Psychology and HCI |
Cognition involves perception, memory, attention, learning and reasoning. HCI needs to take account of the views and theories covering these cognitive processes in order to exploit our cognitive strengths and avoid our weaknesses. |
Readings |
Preece [1994] Chapters 3-7. I use Robert A. Wilson and Frank C. Keil (eds.) [1999], MIT Encyclopaedia of the Cognitive Sciences but there is no need for you to unless you are following something up. Some of
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3: Social and Organizational Psychology and HCI |
For a large part, computers are used in a social setting, for example the workplace, so designers would be wise to pay some attention to social context. Also for computers that are used within organizations there are organizational issues such as the impact of automation on work practices. Finally, groupware-- which allow a number of people cooperate to a common end using computers-- is an important and developing area. |
Readings |
Preece [1994] Chapters 8-10.
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4: Input and Output Devices, and Interaction Styles |
The User and the computer need to communicate with each other. Quite what devices are best for this depends on a) the user (eg elderly hampered by arthritis, children cannot do fine manipulations, Users with disabilities), b) the task (eg drawing, which is continuous, is different from typing or selecting from a menu, which is discrete), and c) the environment (eg speech no good where it is noisy). Many possibilities for input: keyboards, mice, trackballs, joysticks, cursor keys, touchscreens, 3-d trackers. datagloves, pens, speech, tablets... Many possibilities for output: screens, GUI, laptop palmtop, hypermedia (animations, sound). Virtual reality, 3 dimensional, speech and sound output, touch (eg braille). experimental, sound. Some time ago the interactions between a user and a computer were like a conversational dialog: input text was typed in then output text was displayed then input text typed in etc. (in turns). Now, with GUI computers and the like, the interactions are much richer (and they don't have the my-turn-your-turn sequencing). |
Readings |
Preece [1994] Chapters 11-13.
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5: Direct Manipulation Interfaces |
Users usually have knowledge of the target task domain-- be it desktop publishing, wordprocessing, or financial planning-- and perhaps some knowledge of computers and computer tasks. Direct manipulation interfaces aim to make the computer invisible to the User so that no knowledge of computer concepts or tasks is required and thus that the User's knowledge of the target domain is available of full without any obfuscating intermediaries. |
Readings |
Preece [1994] Chapter 13.
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6: Menus and Windows |
Screen size of display is finite and limited and almost always too small for what you want.The solution: windows, which are several virtual displays which can each individually be bigger than the screen, and collectively much bigger than the screen. |
Readings |
Preece [1994] Chapter 14.
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7: Help Systems and Training |
Users need to be able to learn how to use the system, there should be help available, and the system should be designed to accommodate error (assuming that the User is going to make lots of them). |
Readings |
Preece [1994] Chapter 14.
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8: Group Work and Virtual Environments |
With groupwork (or computer supported collaborative work CSCW), there are two properties to consider : asynchronous vs. synchronous, and local vs. remote. Then examples of the possibilities are:- synchronous-local: computer assisted meetings or decision making; synchronous-remote: telephone and teleconference (voice, video, personal work surface, shared work surface, status etc.); asynchronous-local (same as asynchronous-remote): ordinary mail, email, listservs, threaded newsgroups or discussion groups, bulletin boards etc. |
Readings |
Preece [1994] Chapter 16.
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9: Software Engineering |
The problem of software engineering is to obtain high quality software within known resource constraints (time, money, equipment, effort). Ideas of what 'high quality' amounts to have changed. Some time ago it meant meeting the specification, and a specification was largely a statement of engineering requirements. A well-known technique here was the 'waterfall model' in which if the Users featured at all, they came in once only and early in the piece before the User requirements were really known. Nowadays most specifications would included the need to be User friendly. And this has led to User-centred design in which Users feature early and often in the design process. |
Readings |
Preece[1994] Chapters 17 and19 Otherwise, there are lots, take your choice, but typical are:
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10: User-centred Design |
Producers of software-- designers, programmers, etc.-- have little or no idea how useful and usable the User will find their products. Couple this with the fact that late changes in software projects are expensive, and the conclusion is: consult the User. Involve the Users early and often, and iterate. Some suggestions have been made as to how to involve the Users a) Soft Systems Methodology, b) cooperative design, c) multiview, and d) an HCI design approach. |
Readings |
Preece[1994] Chapters 17 and 18
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11: Task Analysis and Task Centered User Interface Design |
We standardly classify the human factors considerations into Users, technology, tasks, and environment. Task analysis deals with the third of these. Task analysis might do two things a) lay bare the 'logic' of a task (establishing what needs to be done to succeed with activity-- constraints, pre-requisites, efficiencies, etc.) and b) look at the cognition of a task (how people conceive of what they do). |
Readings |
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12: More on design, including prototyping |
There are formal or semi-formal approach to design-- both for analysis of system (and evaluation of need) and design. Places design within a framework. The problem with structured design does not help you with that spark of creativity needed to produce good designs. Some suggestions have been made on this. Additionally, design can be guided by principles or rules of thumb and needs to the guided by standards. There are a variety of techniques for prototyping. |
Readings |
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13: Individuals and their Differences |
We are all different. But there are certain predictors relating to human task performance on computers. And if a designer is aware of the target Users, some accommodations can be made. There are also issues involving children and Users with disabilities. |
Readings<need more> |
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14: Evaluation |
Evaluation or testing is vital during the design and for ensuring that the end product performs as it should. There are many and varied techniques for testing. |
Readings<need more> |
Preece [1994] Part VI. |
15: Hypertext and Hypermedia |
Explanation of hypertext. History.Why do hypertext? Basic Elements of Hypertext .The Architecture of Hypertext Systems. Current Systems. Internet Systems With Hypertext or Hypermedia. Applications of Hypertext. Navigating Large Information Spaces. Multimedia. Usability and Intelligent Hypertext |
Readings |
Some of
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16: Web Technologies and their interfaces |
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Readings<need more> |
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17: Web Site Design |
Philosophy. Interface Design. Site Design. Page Design. Web Graphics. Web Multimedia and Animation. The law. |
Readings |
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18: Information Design |
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Readings |
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19. Information Architecture |
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check Jakob Nielsen's Usability Engineering
http://www.cs.umd.edu/hcil/members/bshneiderman/umlpapers/articles.html