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DESIGNING INTERACTIVE SYSTEMS Can tho University (CTU), University of New Brunswick (UNB) Phm ThXuân Lc 8-9/2009

Plan of HCI Course

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Page 1: Plan of HCI Course

DESIGNING INTERACTIVE SYSTEMS

Can tho University (CTU),University of New Brunswick (UNB)

Phạm Thị Xuân Lộc

8-9/2009

Page 2: Plan of HCI Course

General Plan

PART 1: Essential interactive systems design1. Designing interactive systems: A fusion of skills2. People, activities, contexts and technologies: A framework for

designing interactive systems3. Principles and practice of interactive systems design

PART II: People and technologies5. Understanding people 1: An introduction to cognitive psychology7. Understanding people 2: Embodied, situated band distributed cognition

PART III: Activities and contexts of interactive systems design11. Prototyping12. Evaluation

PART IV: Psychological foundation for interactive systems design15. Memory, attention and making mistakes

PART VII: Computer-Supported Cooperative Working (CSCW)29. Understanding cooperative working

Page 3: Plan of HCI Course

Plan

PART 1: Essential interactive systems design

1. Designing interactive systems: A fusion of skills1.1 The variety of interactive systems1.2 The concerns of interactive systems design1.3 Being digital1.4 The skills of the interactive systems designer1.5 Why being human-centred is important

Page 4: Plan of HCI Course

Plan (2)

2. People, activities, contexts and technologies: A framework for designing interactive systems

2.1 Introduction2.2 People2.3 Activities2.4 Contexts2.5 Technologies2.6 Scoping a problem with PACT2.7 Process of interactive systems design2.8 Doing design

Page 5: Plan of HCI Course

Plan (3)

3. Principles and practice of interactive systems design:3.1 Introduction3.6 Design principles3.2 Accessibility3.5 Engagement3.7 Designing for windows application3.8 Designing websites3.9 Designing for other technologies

Page 6: Plan of HCI Course

Plan (4)

PART II: People and technologies5. Understanding people 1: An introduction to cognitive

psychology5.6 Visual perception5.7 The Gestalt laws of perception5.8 Depth perception5.10 Colour5.4 Memory5.5 Attention

7. Understanding people 2: Embodied, situated band distributed cognition

7.3 Embodied interaction 3: Affordance

Page 7: Plan of HCI Course

Plan (5)

PART III: Activities and contexts of interactive systems design11. Prototyping

11.1 Different types of prototype11.2 Prototypes and participatory design11.3 Different approaches to functionality in prototypes11.4 Prototyping tools11.5 Presenting designs11.6 Envisionment in practice

Page 8: Plan of HCI Course

Plan (6)

12. Evaluation12.1 Evaluating interactive systems design12.2 Expert evaluation basics12.3 The IMPACT model for user evaluation12.4 A minimal Cooperative Usability Evaluation12.5 Data capture techniques for usability evaluation12.6 Reporting usability evaluation results to the

design team

Page 9: Plan of HCI Course

Plan (7)

PART IV: Psychological foundation for interactive systems design

15. Memory, attention and making mistakes15.1 What is memory ?15.2 How memory works15.3 How do we remember ?15.4 How and why do we forget ?15.5 Designing for working memory15.6 icons

Page 10: Plan of HCI Course

Plan (8)

15.7 Horton’s icon checklist15.8 What is attention ?15.9 How attention works15.10 Designing for attention 15.11 Cognitive work analysis: cognition in

action15.12 Human error15.13 Design guidelines

Page 11: Plan of HCI Course

Plan (9)

PART VII: Computer-Supported Cooperative Working (CSCW)

29. Understanding cooperative working29.8 Workplace studies: understanding collaboration in

context

Page 12: Plan of HCI Course

Plan of the book “Human Computer Interaction”

Part One: Foundations1. The human2. The computer3. The interaction4. Paradigms

Part Two: Design Proces5. Interaction design basics6. HCI in the software process7. Design rules8. Implementation support9. Evaluation techniques10. Universal design11. User support

Part Three: Models and Theories12. Cognitive models13. Socio-organizational issues and stakeholder requirements14. Communication and collaboration models15. Task analysis16. Dialogue notations and design17. Models of the system18. Modelling rich interaction

Part Four: Outside the Box19. Groupware20. Ubiquitous computing and augmented realities21. Hypertext, multimedia, and the world wide web