Pääteemat | Esitiedot | Lähestyy oppimistavoitetta | Saavuttaa oppimistavoitteet | Syventää oppimistavoitteita |
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The interactive systems design process |
Common interaction styles, GUI, WIMP concepts. |
Can list the basic goals of interactive systems design. |
Can describe the key features of user-centred design. Can explain the concepts of Needfinding Can explain the concept of "Persona". Can explain the difference between quantitative and qualitative evaluation Can explain the challenges involved in designing a user study |
Can design and evaluate an interactive system |
Input and sensor technologies |
Properties of basic input technologies |
Can explain the difference between position and motion sensing devices. Can outline the number of input dimensions for different devices. Can explain the difference between indirect and direct input devices. Can describe the problem of occlusion. Can outline the basic features of pointing, keyboards and multitouch devices. Can describe active and passive feedback. Can list the different properties that can be sensed by different sensors. |
Can explain the concepts of device acquisition time and homing time. Can describe the Fitts law evaluation method Can explain how different camera-based technologies work Can provide examples of different sensor-based techniques |
Can describe additional input device metrics e.g. footprint, sampling rates, resolution. Can describe the Steering law evaluation method Can provide examples of multitouch systems in research. Can explain classification and modeling. |
Prototyping and usability testing |
Can describe the manifestation and filtering dimensions of prototypes. Can explain the difference between offline and online prototypes Can describe formative and summative evaluation strategies. Can explain the difference between quantitive and qualitative methods. |
Can describe the advantages and disadvantages of prototype evolution. Can list different prototyping tools. Can describe evaluation criterion. Can explain methods of logging and tracking during prototype evaluations. |
Can describe inferential statistical analysis methods. |
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Multimodal interaction |
Can list the different categories of gestural input. Can describe the basic properties of sound and touch. Can outline the basic features of non-speech audio in interfaces. |
Can define the concept of Sonic Interaction Can describe the purpose of crossmodal interaction. |
Can provide examples of Sonification applications.
Can describe the use of different types of Non-Speech Sounds in HCI research
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Interactive System paradigms – Crowdsourcing, Physiological Computing and Games | General history of HCI |
Can provide examples of systems built with a collective effort. Can explain the use of game design patterns in interactive systems. Can list basic game elements and information presentation techniques. |
Can define Crowdsourcing and Physiological Computing. Can give examples of interactive crowsourcing systems. Can give example of applications of physiological computing. Can describe some existing game design patterns. |
Can provide examples of current crowsourcing and physiological computing systems in research. Can explain different techniques to provide "immersion" in games. |