Human-Computer Interaction

Courses in foreign languages at the Faculty

Jarosław Królewski

ECTS: 6
Semester: all

Key words:

Human-Computer Interaction (print)

Course description:

The main goal of the course is to familiarize students with the subject of wide-ranging usability, user experience and accessibility in the context of social computing. Research on usability and accessibility is intriguing and popular paradigm for the development of tools, software and user-friendly devices. It is also an attractive career path for those who want to combine the human sciences, such as psychology, sociology, cognitive science with new technologies.

1. Basic concepts and introduction to the course. Content strategy, information architecture and user experience.

How to design the architecture of information? Methods for categorizing content;
Theoretical introduction to the issues of usability, interface design and interaction;
Jakob Nielsen's heuristics;
Main principles of user-friendly interfaces
Introduction to social informatics

2. Interface Designing 

The visual aspects of the design (design, perception, color theory, typography, grid) and their impact on usability;
Emotional design;
Accessibility;
Design tools and SaaS applications;

3. Interface Prototyping.

The theory of connected devices;
Tools and methods for prototyping interfaces (eg sketching, Axure. MockFlow);
Mock-ups, prototypes, wireframes and their role in the design proces;
User-Centered Design (UCD);

4. Analytics and Research

Types of tests allowing the collection of information, identifying user needs (surveys, in-depth interviews, card sorting, creation of consumer journey maps), and studies to verify compliance with the design intent and enable improvement projects during its existence (usability testing, Eye-tracking);

Analytical tools for collecting information about user behavior (Google Analytics, multivariate testing);

The methodology of research on usability and accessibility web services and applications, including: methods for determining the target group in the social communities, technical requirements, Cognitive Walkthrough, usability testing, expert analysis, analysis of competition, neuromarketing; clicktracking, qualitative research,A/B tests and other.

5. Managing usability-oriented project

How to collect the data and information needed to complete the project?;
Workshops as a tool for collaboration;
The role of design experience in typical development phase of the project;
Models of project implementation (MVP) which supports UCD (user centered design)

Practical project (to be completed in the form of homework)
The project will rely on the practical implementation of the project application or device. Form of presentation should be chosen according to the nature of the project (sketches, models, presentation). The project can be implemented individually or in teams (up to 3 people).

The project will be evaluated in terms of [1] concept (idea must be approved by the instructor), [2] the quality of incoming materials (mock-up, prototype, presentation, sketches), and [3] results against the other teams.

KNOWLEDGE:

During the course students will gain advanced knowledge on the accessibility and usability of Web applications and services. This knowledge is based on both practical examples , as well as a rich literature on the subject . The course teaches first of all creative and creatively solve problems that arise when building application interfaces, depending on the target audience , marketing strategy and business requirements of the Internet . In class , students will learn how to prepare special reports and audits of applications and web services with different types of tools.

Additionally:

- course content teaches creative thinking (out of the box);
- course content relates to current developments and the requirements of the internet market;
- course content learning methodology to prepare mock-ups and prototypes of interfaces, usability testing, and shows the steps (phases) of the design process;
- course content refers to the key concepts, theories, methods, rules specific to the subject is taught;

SKILLS:

During the course students will acquire the skills to conduct a comprehensive study of the usability and accessibility of websites and web applications. In view of the broad subject of course they will learn methods and techniques for collecting data from different sources ( triangulation ) , decide on the validity and reliability of the conclusions reached and the pragmatic application of theoretical knowledge in practical projects that meet both the requirements of a purely formal ( scientific ) as well as business. During the course , students learn the specificity of the designer's work, they will learn how to make decisions regarding both the methodology used in their daily work , as well as analysis and synthesis of the results obtained in the course of their professional activity . In addition, students will gain knowledge to analyze the results of their work and learn methods to prevent potential errors and their efficient and professional solutions.

Additionally:

- using wireframes and prototypes tools;
- assessment of the relevance, accuracy and diligence in the work of other people or teams working on the project;
- use of general and specialized knowledge in their daily work;
- performing difficult and complex professional tasks;
- managing, planning and execution of professional tasks (team or individual).

SOCIAL SKILLS:

The course will enable students to become familiar with the methods and techniques of presentations, reasoning the conclusions drawn from the research and development of interfaces and web applications. Students will learn the results of a critical approach to their work, and anticipating potential problems and drawbacks of planned projects.

Additionally:

- effective / efficient co-working;
- independent tasks that require expertise;
- communication with other professionals;
- communicate with specialists and experts in the field;
- ability to work in large groups.

Literature:


  • Aaron Walter, Desigining for Emotion, A Book; Apart;

  • Erin Kissane, The Elements of Content Strategy, A Book Apart;

  • Luke Wroblewski, Mobile First, A Book Apart;

  • Dan Ariely, Predictably Irrational, HarperCollins Publishers Ltd.;

  • Donna Spencer, A Practical Guide to Information Architecture, Five Simple Steps;

  • Brian Suda, A Practical Guide to Desiging with Data, Five Simple Steps;

  • Robert Mills, A Practical Guide to Desiging the Invisible, Five Simple Steps;

  • Susan M. Weinschenk, 100 Things Every Designer Needs to Know About People, New Riders;

  • Dave Gray, Sunni Brown, James Macanufo, Game Storming, O’Reilly;

  • Tim Brown, Change by Design, HarperCollins Publishers Ltd.;

  • Donald A. Norman, The Design of Everyday Things, Basic Books;

  • John Ferrara, Playful Design, Rosenfeld Media;

  • Whitney Quesenbery, Kevin Brooks, Storytelling for User Experience, Rosenfeld Media;

  • Todd Zaki Warfel, Prototyping, Rosenfeld Media;

  • Nathan Shedroff, Desing In The Problem, Rosenfeld Media;

  • Donna Spencer, Card Sorting, Rosenfeld Media;

  • Indi Young, Mental Models, Rosenfeld Media

  • Luke Wroblewski, Web Form Design, Rosenfeld Media;

  • Nate Bolt, Tony Tulathimutte, Remote Research, Rosenfeld Media;

  • Stephen P. Anderson, Seductive Interaction Design, New Riders;

  • Thatcher Jim i inni. 2006. Web Accessibility. Web Standards and Regulatory Compliance. Nowy Jork: friendsofED;



Grading system:

Grading system: 60 %. (3.0) • 80 %. (4.0) • 90 %. (5.0)

  • 20 % - attendance

  • 30 % - project

  • 50 % - oral examination



Comments:

The course is given on individual tutorial bases