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

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Summary

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

  2. Agenda • Designing interactive systems • Noughts and crosses • Summary • Organising the project – prototyping • Project techniques • Admin

  3. 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

  4. OXO strategy A • Need to • Find blank cells • Find lines of two symbols • Weigh different options B

  5. OXO: HCI • Target audience: • Recovering stroke victims • Colours: • High contrast • Consistent • Transitions: • Slow – major layout changes take 2-3 seconds

  6. 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?

  7. Conceptual design

  8. Your toolkit • Requirements gathering • Observation • Interviews / questionnaires • System design • Personas • Storyboards / wireframes • Prototypes • Documentation • System specification • Evaluation • Heuristic evaluation • Usability testing

  9. Inclusive design Brain-storming Scenarios Story-boards Personas HTML Critique

  10. Requirements specification Prototyping Evaluation The Star lifecycle Task/functional analysis Implementation Conceptual/ formal design (adapted from Hix and Hartson, 1993)

  11. 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

  12. Two kinds of prototype • Throwaway or low-fidelity • Paper • Powerpoint • Evolutionary or high-fidelity • Early prototypes develop into finished product

  13. Prototyping • Dynamic Systems Development Method (DSDM) • Prioritisation of requirements • Timeboxing Fixed duration Plan Review

  14. Prioritisation Must haves o Should haves o Could haves o Won’t haves Aim to complete M and S within timebox

  15. One way to organise your week...

  16. 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

  17. eXtreme Programming

  18. 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

  19. Short break

  20. 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

  21. 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

  22. 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

  23. Non-participation • Team members can be fired • Must be unanimous • Signed written statement by 1700, Friday 9th Dec

  24. 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

  25. 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

  26. This week • Practicals take place as normal • Tutorials are surgeries • Opportunity to discuss games and audiences

  27. Questions?

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