Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11.

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Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11

Transcript of Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11.

Page 1: Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11.

Summary

IMD07101: Introduction to Human Computer InteractionBrian Davison 2010/11

Page 2: Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11.

Agenda• Designing interactive systems

– Noughts and crosses

• Summary• Organising the project – prototyping• Project techniques• Admin

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Noughts and crosses• Emphasis so far on making the game work

• Strategy: How to play a better game

• HCI: How to accommodate the target audience

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OXO strategy• Need to

– Find blank cells– Find lines of two symbols– Weigh different options

A

B

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OXO: HCI• Target audience:

– Recovering stroke victims

• Colours: – High contrast– Consistent

• Transitions:– Slow – major layout changes take 2-3 seconds

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Building interactive systems

• P: Who are the users? Their characteristics? Their limitations? Goals? Needs?

• A: What are the users doing?

• C: Where are they? What is their state of mind?

• T: What technology fits the requirements?

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Your toolkit• Requirements gathering

– Observation– Interviews / questionnaires

• System design– Personas– Storyboards / wireframes– Prototypes

• Documentation– System specification

• Evaluation– Heuristic evaluation– Usability testing

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Inclusive design

Personas

Scenarios

Brain-storming

Story-boards

HTML

Critique

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The Star lifecycle

Evaluation

Task/functionalanalysis

Prototyping

Implementation

Requirementsspecification

Conceptual/formal design

(adapted from Hix and Hartson, 1993)

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Evaluation• Heuristic

– Uses experts and checklists– Requires small numbers– Needs to be planned and

documented

• Usability testing– Uses real users– Requires large numbers– Needs to be planned and

documented

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Two kinds of prototype• Throwaway or low-fidelity

– Paper– Powerpoint

• Evolutionary or high-fidelity– Early prototypes develop into finished product

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Fixed duration

Prototyping• Dynamic Systems Development Method (DSDM)• Prioritisation of requirements• Timeboxing

Plan Review

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Prioritisation

M ust haves

o

S hould haves

o

C ould haves

o

W on’t haves

Aim to complete M and S within

timebox

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One way to organise your week...

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Stand-up meetings• eXtreme Programming technique• Provides forum to discuss important issues• Helps avoid unnecessary discussion• Good starting point for a session• Ensures everyone is aware of what is going on across the team

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eXtreme Programming

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Pair programming• Two people working at one computer• Ensures that all production code is reviewed by at least one other

programmer• Results in better design, better testing, and better code• Communicate knowledge throughout the team

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Short break

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Project arrangements - schedule• Monday:

– Groups formed at start of kick-off event– Workshop sessions 0930-1130 and 1230-1430 in B32 and H9– Game and target audience allocated at end

• Wednesday:– Design critique (venue tba)– Group representatives present to each other– 2 people per group

• Monday/Tuesday Week 15– Presentations in 2-hour slots– 20 mins– All marks allocated on strength of the presentation

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Project deliverables• The finished product

– Code must be handed in

• Presentation– The management of the team– The processes used for evaluation– The results of the evaluation

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Marking criteria• Teamwork 30%

– Project management– Communications– Documentation

• Quality of product 30%– Adaptation to audience– Operation and performance

• Quality of evaluation 30%– Appropriate method– Results

• Presentation 10%– Preparation– Questions

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Non-participation• Team members can be fired

• Must be unanimous

• Signed written statement by 1700, Friday 9th Dec

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Internet code• Any teams who wish to adapt downloaded code must

– Make significant changes– Acknowledge the source in writing/email to the Module Leader– Accept a 25% marks penalty

• Other use of downloaded code will be referred to the Academic Conduct Officer

• Small snippets and specific solution may be used if– They are only a small part– They are acknowledged in comments in the code

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Project arrangements - general• Teams set own schedule• JKCC clusters available for booking

– Email Brian– List of bookings in WebCT

• Project support– Email Brian– Technical– Project management– Design

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This week• Practicals take place as normal

• Tutorials are surgeries– Opportunity to discuss games and audiences

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Questions?