Human-Computer Interaction
A.Y. 2021/2022
Learning objectives
The course aims at providing students with the knowledge and tools to understand the process of communication mediated by technology. In particular, interaction strategies will be described at the level of the perceptive and cognitive system, as well as the techniques for designing, implementing and performing strategies for usability and accessibility assessing of interactive systems. These aspects are at the base of the design techniques of a satisfying, pleasant and efficient digital experience.
Expected learning outcomes
The students will acquire abilities to evaluate the advantages and disadvantages of the different design choices in support of effective digital communication, as well as to draw adequate conclusions from user tests and other forms of usability and accessibility assessment based on scientific methods of investigation.
Lesson period: First semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course cannot be attended as a single course. Please check our list of single courses to find the ones available for enrolment.
Course syllabus and organization
Single session
Responsible
Lesson period
First semester
The next semester the course will be held in the presence by means of lectures with the help of slide projections, videos and other multimedia material.
For students unable to participate in face-to-face lessons due to the COVID emergency, lessons in live streaming will be offered. Lessons will not record for further downloads.
In the event of new emergencies and subsequent lockdowns, the measures adopted last year will be applied.
As for the lessons, the exams will also be held face to face in computerized classrooms. In cases of students unable, for valid reasons, to participate in face-to-face exams, tests will be provided remotely.
For students unable to participate in face-to-face lessons due to the COVID emergency, lessons in live streaming will be offered. Lessons will not record for further downloads.
In the event of new emergencies and subsequent lockdowns, the measures adopted last year will be applied.
As for the lessons, the exams will also be held face to face in computerized classrooms. In cases of students unable, for valid reasons, to participate in face-to-face exams, tests will be provided remotely.
Course syllabus
1. Introduction Human-Machine Interaction and beyond
2. Design for interaction: Inspiration, ideation and implementation phase
3. Inspiration phase
3.1. Know the user in an objective way
3.1.1. Perceptual system
3.1.2. Cognitive system
3.1.3. Motor system
3.2. Know the user in a subjective way
3.2.1. Communication
3.2.2. Profiling
3.2.3. Data collection
3.2.4. Data analysis
3.2.5. Requirements specification
4. Ideation phase
4.1. Mental model VS Conceptual model
4.2. Life cycles of Interactive systems
4.3. Visceral design
4.3.1. Gestalt laws
4.3.2. Affordance - Visual constraints - Mapping - Idioms and Stereotypes - Metaphors - Feedbacks
4.4. Behavioral design
4.4.1. Cognitive strategies: Transfer and selective attention
4.4.2. Motor laws
4.5. Reflective design
4.5.1. Learning and problem solving
4.5.2. Tacit knowledge and implicit information
4.6. Examples of bad design
4.7. Prototyping technique of the Wizard of Oz
5. Implementation Phase
5.1. Interaction styles
5.2. Information architecture
5.3. Design pattern
6. Usability evaluation
6.1. Usability engineering
6.2. Analysis, testing and evaluation of systems
6.3. From cognitive to semiotic engineering
7. Evaluation of accessibility
7.1. HTML, CSS
7.2. Universal Design
7.3. Accessibility analysis methods
7.4. The problem of color blindness
2. Design for interaction: Inspiration, ideation and implementation phase
3. Inspiration phase
3.1. Know the user in an objective way
3.1.1. Perceptual system
3.1.2. Cognitive system
3.1.3. Motor system
3.2. Know the user in a subjective way
3.2.1. Communication
3.2.2. Profiling
3.2.3. Data collection
3.2.4. Data analysis
3.2.5. Requirements specification
4. Ideation phase
4.1. Mental model VS Conceptual model
4.2. Life cycles of Interactive systems
4.3. Visceral design
4.3.1. Gestalt laws
4.3.2. Affordance - Visual constraints - Mapping - Idioms and Stereotypes - Metaphors - Feedbacks
4.4. Behavioral design
4.4.1. Cognitive strategies: Transfer and selective attention
4.4.2. Motor laws
4.5. Reflective design
4.5.1. Learning and problem solving
4.5.2. Tacit knowledge and implicit information
4.6. Examples of bad design
4.7. Prototyping technique of the Wizard of Oz
5. Implementation Phase
5.1. Interaction styles
5.2. Information architecture
5.3. Design pattern
6. Usability evaluation
6.1. Usability engineering
6.2. Analysis, testing and evaluation of systems
6.3. From cognitive to semiotic engineering
7. Evaluation of accessibility
7.1. HTML, CSS
7.2. Universal Design
7.3. Accessibility analysis methods
7.4. The problem of color blindness
Prerequisites for admission
none
Teaching methods
Lectures with discussions and presentations of case studies
Teaching Resources
Slides of the lectures.
In the slides are reported books, articles websites useful both for studying and insights
Main texts (with various references to texts, examples and images on the slides):
- Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: beyond - Human-Computer Interaction. John Wiley & Sons. http://www.id-book.com/
- de Souza, C.S. and Leitão, C.F. Semiotic Engineering methods for scientific research in HCI. Morgan & Claypool. 2009
- Norman D.A., Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, 2003
In the slides are reported books, articles websites useful both for studying and insights
Main texts (with various references to texts, examples and images on the slides):
- Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: beyond - Human-Computer Interaction. John Wiley & Sons. http://www.id-book.com/
- de Souza, C.S. and Leitão, C.F. Semiotic Engineering methods for scientific research in HCI. Morgan & Claypool. 2009
- Norman D.A., Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, 2003
Assessment methods and Criteria
Methods of verification are:
1. a written test consisting of
1.1 Set of Multiple-choice questions
1.2 Set of open questions (only if sufficient in point 1 is achieved)
2. an oral test or Project
The evaluation criteria of the multiple-choice test concern:
- Knowledge of the content
- Degree of knowledge of the subject
The criteria for evaluating the open questions test concern:
- Adherence of the response to the track
- Ability to make connections
- The relevance of the contents in relation to the question
The evaluation criteria of the oral test/project presentation concern:
- the focus of the issue
- logical rigour and use of technical language
- fairness and clarity of exposure
- The critical awareness, personal interpretation skills, richness and relevance of the oral presentation
1. a written test consisting of
1.1 Set of Multiple-choice questions
1.2 Set of open questions (only if sufficient in point 1 is achieved)
2. an oral test or Project
The evaluation criteria of the multiple-choice test concern:
- Knowledge of the content
- Degree of knowledge of the subject
The criteria for evaluating the open questions test concern:
- Adherence of the response to the track
- Ability to make connections
- The relevance of the contents in relation to the question
The evaluation criteria of the oral test/project presentation concern:
- the focus of the issue
- logical rigour and use of technical language
- fairness and clarity of exposure
- The critical awareness, personal interpretation skills, richness and relevance of the oral presentation
Professor(s)