Human-Computer Interaction

 

Term

January-April 2008, Starting January 11th

 

Lectures

Fridays, 1:30am to 4:30pm; Rm. MC-320

 

Instructor

Dr. Kamran Sedig, sedig@uwo.ca, Rm. MC 360, 661-2111 Ext. 86612

 

Office Hours

 

Tuesdays, 10am to 11:30am

 

 

Teaching Assistants

 

Hai-Ning Liang, hliang@uwo.ca

 

About this Course and HCI

 

This course provides an overview of a number of areas in human-computer interaction (HCI).

Broadly speaking, HCI is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. HCI addresses any interaction with computers by humans, as developers or as users, as individuals or as groups. On completion of the course, students are expected to have theoretical knowledge of and practical experience in the fundamental aspects of designing, implementing and evaluating interactive systems that are useful and usable. Design of usable technology draws extensively on knowledge of informatics, cognition, communication, and computation. It is expected that students will become familiar with some of the literature in HCI and develop sufficient background in HCI issues to take more advanced courses or begin research projects at the master's or doctoral levels in the topics covered in this course.

 

In recent years, interest in HCI has grown enormously in both industry and academia. The Association for Computing Machinery (ACM) recently reported that its special interest group in HCI is the fastest growing of all its interest groups, and has recommended the development of new HCI programs in universities to combat a shortage of professionals with the skills and training to advance the design of more usable technologies. There are now complete graduate programs in HCI being offered at other universities and majors in HCI offered at the master's level in Information and Computer Science programs across North America and Europe.  

 

 

Instructional Objectives

 

·         To identify and describe HCI concepts/terminology/issues used in the design and evaluation of interactive computing systems

·         To relate cognitive engineering concepts and principles to the design and evaluation of interactive computing systems

·         To design human-centered software, consciously incorporating and applying the HCI principles to the design process

·         To evaluate the effectiveness of a piece of software in the light of the usability principles discussed in the course

·         To think deeply about users' needs and distinguish the differences between system-centered design and human-centered design

 

Structure

 

This course will be both lecture- and project-based. Students will work in teams of ~5 people on a term-long course project. The project will give students practical experience in several HCI issues. Each team will conceive, design, prototype, and evaluate an interactive software system. Theoretical assigned readings as well as class lectures will provide students with the foundation to work on their projects. However, the project, although an important component of the course, is not the whole course. The project provides an opportunity to see how theoretical concepts have practical applications. In addition to the practical component of the course, students are expected to study and understand the theoretical principles and concepts.

 

Initially, students will form teams to work on their projects. Then they will select a project in consultation with the instructor. Each team must write a short report describing its proposed project and giving the names of the team members. Each team will then develop its design concept further; design and prototype; perform a usability evaluation; write a report; and make a class presentation.

 

Textbook

 

There is a textbook for the course. Readings will be assigned from the textbook. The textbook has been ordered and should be available at the University bookstore.

 

Beynon, D., Turner, P., & Turner, S. (2005): Designing Interactive Systems. Addison-Wesley.

 

Readings

 

It is imperative that you keep up with the assigned readings, below. A good understanding of the readings is essential if you want to do well on your projects and the course. Unlike some other courses, this course is not about memorizing information. You need to comprehend the readings and be able to apply them intelligently to your designs. To help students keep up with the reading material, students are required to submit a one-page summary of the assigned readings every week, starting from the second week (18th of January). This summary should highlight and present the main issues or concepts discussed in the readings. Those who do not submit their summaries will receive a zero for that week. Of the submitted summaries, the TA will select 20% of them randomly to read, evaluate and mark. All other submitted summaries will receive a full mark automatically. These summaries will not be returned to you. The main purpose of these readings is to help you keep up with the course and also help you be organized for the midterm and final exams. Assignments should be emailed to the TA before 5 PM of the day they are due. The assigned readings are as follows:

For: date (Week #)

Book chapters and/or sections

1/18 (Week 2)

1

1/25 (Week 3)

2 & 8

2/1 (Week 4)

10 & 11

2/8 (Week 5)

3

2/15 (Week 6)

4

2/22 (Week 7)

5

2/29 (Week 8)

No readings; Conference Week; study for the midterm

3/7 (Week 9)

15

3/14 (Week 10)

6, 7.1, 7.2, 7.3, 7.4, & 7.5

3/20 (Week 11)

23.1, 23.2, 24.1, 24.2, 25.1, & 25.2 (NOTE the date 20th rather than 21st due to Good Friday)

Remaining (Weeks 12, 13)

No more assigned readings

 

Project

In teams of ~5 people (depending on the number of registered students), you will design and prototype a small-scale application. The project will have 4 deliverables plus a final class presentation: 1) proposal, 2) design (storyboard and script), 3) implemented prototype, and 4) final report. (NOTE: For each deliverable, you will submit a hard copy as well as an electronic copy as MS Word and/or PowerPoint files.)

 

In the proposal, you will identify who your team members are, the topic of your project, the scope of your project, and a brief background about your team members (e.g., what other courses you have taken, knowledge of tools, etc.). It will be a maximum of 2 pages long.

 

In the next phase of your project, you have to design your system. You will submit a 2-page written report, along with a detailed storyboard and script (can be up to 50 pages). You will tell me what type of system you want to create and why, how you are going to structure your system, what type of metaphor you will use, etc. This will be based on material covered in the course. It will be a maximum of 2 pages long. Once you have decided what your design is like, you will develop your storyboards and scripts. These will be detailed drawings and descriptions of how your system will function—all the buttons, icons, transitions, etc. Storyboards and scripts will be explained during the course. Your storyboard will be essential for the next phase and will make it easier for you to translate your design into an implemented system.

 

The prototype will be a fully-functional implementation of your design as an interactive system. Your prototype will be based on your design and the feedback you have received. You will submit a CD containing your prototype. You can use any tool or programming language you like to implement your prototype, as long as the executable runs on a Windows system. Make sure you DO NOT spend time learning a new language or a tool to implement your design. Use a tool that you know well so that you can concentrate on design rather than implementation issues.

 

The final report will be between 11 and 12 pages long. It will consist of the following sections: an introduction to your system, a description of the design, justifications (based on material studied in the course) on why you designed your system the way you did (i.e., your design decisions), your final heuristic evaluation of the system, and your thoughtful recommendations for how the system can be improved in the light of your final evaluation. 

 

At the end of the term, once your prototype is complete, you will make a presentation of your system. This presentation will be 30 to 45 minutes long, depending on the number of teams. For the benefit of the rest of your classmates, you will describe the evolution of your design: your motivation for choosing the project, your design, your prototype, etc. This presentation is formal. You need to rehearse and time yourself. You can either do this collectively as a team or ask one member of the team to do it. You will give me a copy of this presentation in electronic form.

 

Teams:

Teams will be semi-randomly drawn from the set of the registered students. The class will be divided into a number of groups. There will be no movement of students from one team to another. If a student drops the course, that student’s team will still continue to exist. However, the other members should talk to me to readjust the scope of their project.

 

Written reports: (IMPORTANT)

Each written report should include a cover sheet: team number, title of report (i.e., Proposal, Design, Final Report), title of your project, course number, date, and alphabetical list of names (Last, First) of all students in the team. The number of pages specified for each component does not include the cover sheet. Written reports should be single-spaced, and in font “Times New Roman”, size 12. Pages should be numbered.

 

Note:

Members or representatives of each team should feel free to meet with me or the TA regularly to report on the progress of their projects.

 

Best project:

Once all projects are complete, students will vote for the best project.

 

Lecture Notes

Lecture notes will consist of PowerPoint notes and material written on the board. PowerPoint notes will be emailed to the class list.

 

If you encounter and problems, send an email to the TA asking for help.

 

Important Dates (Tentative)

 

1/25

 

Project: Proposals due

2/22

Project: Designs (including storyboards and scripts) due

2/29

No class (Conference Week)

3/7

Exam: Midterm (covers all assigned readings and lecture notes from start to midterm)

3/21

No class (Good Friday)

4/4

Project: Class presentations of your projects

4/4

Project: Prototypes due

4/4

Project: Final reports due

 

 

 

Evaluation (Grading) Scheme

 

Final Exam:

35%  (individual grade)

Midterm Exam:    

15%  (individual grade)

Summaries of Assigned Readings:

5%    (individual grade)

Term Project:      

45%  (group grade)

 

There will be no makeup Midterm Exam, except for students requesting a Special Midterm Exam for religious reasons. These students must have notified the course instructor and filed documentation with their Dean's office at least 2 weeks prior to the Midterm Exam.

    If you miss the Midterm Exam for any other reason, and present valid documentation to the Dean's office, your Final Exam mark will be reweighted to include the weight of the Midterm Exam. You must notify the course instructor within a week of the missed Midterm Exam, and documentation must be received by your Dean's office within 2 weeks of the missed exam.

 

Breakdown of project marks (adds up to 45%):

Proposal:

1% 

Design (including storyboard and script):    

10%

Prototype: 

20%

Final report (including system evaluation):

10%

Final class presentation:

4%

Peer evaluation:

(Peer evaluations will take place during the final exam. You must achieve a passing grade in both the exam component and the project component to pass the course!)

 

Best project bonus:

2%

 

Your mark for each component of the project will be one of the following:

Outstanding: quality of work is exceptional; team has gone beyond call of duty

100% 

Very good: quality of work is very good; almost no flaws; team has worked very hard

90%

Good: quality of work is good; very minor flaws; team has worked hard

80%

Acceptable: quality of work is acceptable; did not put much thought into some parts

70%

Poor:  quality of work  is not acceptable; not really based on any material studied in the course

57%

Not delivered: component is not submitted

0%

 

Late delivery:

1 day:  -10%; 2 days: -20%; 3 days: -30%; 4 days: -40%; 5 days: -50%; 6 days: -60%; 7 days: -70%; 7+ days: -100%

 

At the end of the course (at the Final Exam) you will evaluate your team-mates or peers in terms of how cooperative they were, how much effort they put into the project, whether they attended your meetings, etc. Each student should get at least 60% on this component of the project to pass the course. Please note that: Students who fail on their peer evaluation will automatically get a mark of 0% on their project, unless based on the circumstances the instructor judges otherwise.

 

 

Scholastic Offences

Students are expected to conduct themselves academically in a manner that upholds the integrity and reputation of our academic programs. Cheating on assignments, exams, essays and term papers is considered to be a serious violation of ethical conduct, and will not be tolerated.

Cheating on exams or tests includes (but is not limited to): 

·       using unauthorised aids

·       communicating in any way with another student during the exam

·       copying answers of another student

·       altering an exam after it is marked.

Academic dishonesty in assignments includes (but is not limited to):

·       copying of another student's assignment

·       allowing another student to copy

·       using material from an external source (text, instructor, course website) where a student's own work is expected 

·       altering of assignment results.

 

Essays and Term Papers:

The University has zero tolerance for plagiarism. The University Senate defines plagiarism as follows: "Students must write their essays and assignments in their own words.  Whenever students take an idea, or a passage of text from another author, they must acknowledge their debt both by using quotation marks where appropriate and by proper referencing such as footnotes or citation.  Plagiarism is a major academic offence (see Scholastic Offence Policy in the Western Academic Calendar)."

Penalties may include a mark of 0 on the assignment and an additional deduction of 100% of the value of the assignment, an F in the course or required withdrawal from the university.

 

 

The Student & Pre-requisites

 

Students enrolled in this course will probably be last-year undergraduate or first-year graduate students in Computer Science. They are expected to have a solid knowledge of computer science such as programming, data structures and algorithms, and tools. Having taken courses in psychology of thinking can be helpful for this course.

    Unless you have either the requisites for this course or written special permission from your Dean to enroll in it, you will be removed from this course and it will be deleted from your record. This decision may not be appealed. You will receive no adjustment to your fees in the event that you are dropped from a course for failing to have the necessary prerequisites.

   This is a time-consuming course. You should be willing to devote a great deal of time to it. You are expected to: study the assigned readings (book chapters as well as lecture notes); attend the classes; participate in class discussions; learn how to be an effective team member; contribute to your team to design and prototype your project; be able to write well; make oral presentations in the class; judge and evaluate the work of your fellow classmates.

 

 

 

Email Policy

 

All course-related emails should come from a UWO account. If you do send me an email, you may receive an answer within 5 days, depending on the volume of emails I have received during that week. However, I always try my best to reply to your emails as soon as I can.

 

NOTE: Any email you send should have “CS474: <subject>” in the subject line. Otherwise, due to the volume of junk emails I receive, it may get lost in my emails and I may not see or read it.

 

 

Email Contact

 

We will occasionally need to send email messages to the whole class, or to students individually. Email will be sent to your GAUL email address. You must make sure that you read your email on GAUL on a frequent and regular basis, or have it forwarded to an alternative email address if you prefer to read it there.

     However, you should note that email at ITS (your UWO account) and other email providers such as hotmail.com or yahoo.com may have quotas or limits on the amount of space they can use. If you let your email accumulate there, your mailbox may fill up and you may lose important email from your instructors.  Losing email that you have forwarded to an alternative email address is not an excuse for not knowing about the information that was sent.

 

 

Computing Facilities

 

Each student will be given an account on the Computer Science Department senior undergraduate computing facility, GAUL.  In accepting the GAUL account, a student agrees to abide by the department's Rules of Ethical Conduct.

 

Note:  After-hours access to certain Computer Science lab rooms is by student card. If a student card is lost, a replacement card will no longer open these lab rooms, and the student must bring the new card to a member of the Systems Group in Middlesex College Room 346.

 

 


Misc.

·         Student presentations and written reports should reflect what the students have learned in the class and from the readings, rather than personal feelings and thoughts.

·         Reports that are written or presented poorly will be penalized or rejected.

·         Team members are responsible to ensure that they will all work and cooperate together. If there are any problems, they should be reported to the instructor or the TAs before it is too late during the course.  

·         Team members may assume different responsibilities to make sure that the goals of their project are accomplished. For instance, some members of the team may do most of the implementation while others design the usability tests and still others write the reports and prepare for the presentations.