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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
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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