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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

Summary

IMD07101: Introduction to Human Computer Interaction

Brian Davison 2010/11


Agenda
Agenda

  • Designing interactive systems

    • Noughts and crosses

  • Summary

  • Organising the project – prototyping

  • Project techniques

  • Admin


Noughts and crosses
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


Oxo strategy
OXO strategy

A

  • Need to

    • Find blank cells

    • Find lines of two symbols

    • Weigh different options

B


Oxo hci
OXO: HCI

  • Target audience:

    • Recovering stroke victims

  • Colours:

    • High contrast

    • Consistent

  • Transitions:

    • Slow – major layout changes take 2-3 seconds


Building interactive systems
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?



Your toolkit
Your toolkit

  • Requirements gathering

    • Observation

    • Interviews / questionnaires

  • System design

    • Personas

    • Storyboards / wireframes

    • Prototypes

  • Documentation

    • System specification

  • Evaluation

    • Heuristic evaluation

    • Usability testing


Inclusive design
Inclusive design

Brain-storming

Scenarios

Story-boards

Personas

HTML

Critique


The star lifecycle

Requirements

specification

Prototyping

Evaluation

The Star lifecycle

Task/functional

analysis

Implementation

Conceptual/

formal design

(adapted from Hix and Hartson, 1993)


Evaluation
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


Two kinds of prototype
Two kinds of prototype

  • Throwaway or low-fidelity

    • Paper

    • Powerpoint

  • Evolutionary or high-fidelity

    • Early prototypes develop into finished product


Prototyping
Prototyping

  • Dynamic Systems Development Method (DSDM)

  • Prioritisation of requirements

  • Timeboxing

Fixed duration

Plan

Review


Prioritisation
Prioritisation

Must haves

o

Should haves

o

Could haves

o

Won’t haves

Aim to complete M and S within timebox



Stand up meetings
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


Extreme programming
eXtreme Programming


Pair programming
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



Project arrangements schedule
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


Project deliverables
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


Marking criteria
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


Non participation
Non-participation

  • Team members can be fired

  • Must be unanimous

  • Signed written statement by 1700, Friday 9th Dec


Internet code
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


Project arrangements general
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


This week
This week

  • Practicals take place as normal

  • Tutorials are surgeries

    • Opportunity to discuss games and audiences



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