Human-Computer Interaction (HCI) is the study and the practice of usability. At the heart of HCI is a concern with the usability (user- friendliness or ease of use) of information technology and the development of more user-centered design processes. A sound understanding of HCI-based theories, principles and methods will therefore be crucial in their critical decision-making on issues determining technological support for their own and their organization's working practices. Further, HCI is developing into a multidisciplinary field of specialism in its own right that offers a career path for those interested in the human and social aspects of information technology. Also, in this course, students will work on both individual and team projects to design, implement and evaluate interfaces within virtual game world such as Quest Atlantist, Sim City, Second Life and Avatar.
Prerequisite(s)
NONE
Corequisite(s)
NONE
Special Requisite(s)
NONE
Instructor(s)
Professor Servet BAYRAM
Course Assistant(s)
-
Schedule
-
Office Hour(s)
-
Teaching Methods and Techniques
Lecture and Discussion
Principle Sources
J. M. Carroll, “Human - Computer Interaction in the New Millennium, 752 pages, Addison-Wesley, 2002, ISBN: 978-0201704471
Other Sources
J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey, “Human-Computer Interaction: Concepts And Design”, 816 pages, Addison-Wesley, 1994, ISBN: 978-0201627695
Y. Rogers, H. Sharp, J. Preece, "Interaction Design: Beyond Human - Computer Interaction, 3rd Edition", 602 pages, Wiley, 2011, ISBN: 978-0470665763
Course Schedules
Week
Contents
Learning Methods
1. Week
On the Effective Use and Reuse of HCI Knowledge (Chp.1); Macrotheory for Systems of Interactors (Chp.2); Components of HCI
Oral Presentation, Case Study and Project
2. Week
Cognitive Framework of HCI; Design in the MoRAS (Chp.3); Distributed Cognition (Chap. 4); The strategic Use of Complex Computer Systems (Chap. 5); Usability Lab Example Studies: Eye-tracking (SMI /Tobii and Noldus Observation)
Oral Presentation, Case Study and Project
3. Week
Interaction Styles; User Interface Evaluation (Chap. 6); Usability Lab Studies: Eye-tracking examples; Virtual World Game Examples (Re-mission, River City, Arden, Avatar, SMILE)
Oral Presentation, Case Study and Project
4. Week
Interaction Design; HCI in the Global Knowledge-Based Economy (Chp.7); A Reference Task Agenda for HCI (Chap. 8); Virtual World Game Example: SimCity
Oral Presentation, Case Study and Project
5. Week
The Maturation of HCI (Chap 9); Past, Present, and Future of the User Interface Software Tools (Chap. 10); Virtual World Game Example: SimCity
Oral Presentation, Case Study and Project
6. Week
Creating Creativity (Chap. 11); Interaction Spaces(Chap. 12); Virtual World Game Example: SimCity and Quest Atlantis
Oral Presentation, Case Study and Project
7. Week
Midterm Exam
Examination
8. Week
Computer-Mediated Communications for Group Support (Chp 13); The Intellectual Challenge of CSCW (Chp. 14); Virtual World Game Example: Quest Atlantis
Oral Presentation, Case Study and Project
9. Week
Social Translucence (Chap. 15); Transcending the Individual Human Mind (Chap. 16); The Development of Cooperation. (Chap. 17); Distance Matters (Chp.18); Virtual World Game Example: Quest Atlantis
Oral Presentation, Case Study and Project
10. Week
Media and Information (Chap. 19, 20); Evaluation Issues. Virtual World Game Example: Quest Atlantis and Second Life
Oral Presentation, Case Study and Project
11. Week
Media and Information (Chap. 21, 22); Integrated Computing and Real Environments (Chap. 23, 24); Virtual World Game Example: Second Life
Oral Presentation, Case Study and Project
12. Week
Ubiquitous Computing; Situated Computing and Roomware (Chap. 25, 26); HCI and Society: Learner-Centered Design; HCI Meets the Real World (Chap. 27, 28, 29); Virtual World Game Example: Second Life
Oral Presentation, Case Study and Project
13. Week
Student Project Presentations
Oral Presentation, Case Study and Project
14. Week
Student Project Presentations; General Review and Evaluation
Oral Presentation, Case Study and Project
15. Week
16. Week
17. Week
Assessments
Evaluation tools
Quantity
Weight(%)
Midterm(s)
1
30
Homework / Term Projects / Presentations
1
25
Attendance
1
5
Final Exam
1
40
Program Outcomes
PO-1
an ability to apply knowledge from undergraduate and graduate engineering and other disciplines to identify, formulate, and solve novel and complex electrical/computer engineering problems that require advanced knowledge within the field
PO-2
knowledge of advanced topics within at least two subdisciplines of computer engineering
PO-3
the ability to understand and integrate new knowledge within the field;
PO-4
the ability to apply advanced technical knowledge in multiple contexts
PO-5
a recognition of the need for, and an ability to engage in, life-long learning
PO-6
the ability to plan and conduct an organized and systematic study on a significant topic within the field
PO-7
an ability to convey technical material through formal written reports which satisfy accepted standards for writing style
PO-8
the ability to analyze and use existing literature
PO-9
the ability to demonstrate effective oral communication skills
PO-10
the ability to stay abreast of advancements in the area of computer engineering
Learning Outcomes
LO-1
Gain knowledge of human information processes and their application to the design of user interfaces
LO-2
Have enough background to apply these principles and practices in industry, and to continue to further education and research in this area
LO-3
Establish target users, functional requirements, and interface requirements for a given computer application
LO-4
Describe and explain user interface design principles, and apply them to an interface
LO-5
Develop quick-and-dirty interface designs using rapid prototyping methods
LO-6
Evaluate user interface designs through usability inspection and user models
LO-7
Develop user studies and analyze study data to gain information about users, tasks, and interface designs
LO-8
Choose appropriate HCI methods for specified goals and justify the choice