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WELCOME TO INTERACTION DESIGN: GRAPHICAL INTERFACES, 6p. Sus Lundgren. What’s it all about?. To understand, value, select, present and explain information in a way that suits a certain user group To adapt an interface as well as the input and output to it, to a given situation and user group

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WELCOME TO INTERACTION DESIGN: GRAPHICAL INTERFACES, 6p


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    1. WELCOME TOINTERACTION DESIGN:GRAPHICAL INTERFACES, 6p Sus Lundgren

    2. What’s it all about? • To understand, value, select, present and explain information in a way that suits a certain user group • To adapt an interface as well as the input and output to it, to a given situation and user group • To create interfaces that are dynamic and yet easy to interact with  See clearer requirements for each project!

    3. What’s it all about?

    4. It’s NOT about • Creating good-looking surfaces • Looks is a bonus but consideration is a necessity • Creating full-working prototypes

    5. Stuff you’ll like: • You will learn a lot • From the lectures • From your fellow group members • Through practical work • There’s no ”tenta” • You’ll have fun!

    6. Stuff You’ll dislike • You might think that the demands/specifications on how to succeed with a project are unclear • It’s hard to make them clearer • Your group might not work very well • Your computer/the studio computers won’t work or don’t have the programs you prefer installed • It may take some time until you get a working mail address • I will communicate with you via the web page

    7. Welcome! • This course has two regular lecturers • Sus Lundgren, lundsus@cs.chalmers.se • Staffan Björk, staffanb@cs.chalmers.se • The course runs from today, 30/8, to 22/10 (last lecture 13/10) • We will meet • Mondays 10.00 - 12.00 and 13.00 – 15.00 • Wednesdays 10.00 - 12.00 and 13.00 - 16.00 • Mandatory parts are • To take part in all projects and exercises • To be present at project presentations

    8. course contents • Lectures • Exercises • Projects • Two projects performed in groups • Two projects performed individually • Grades will be based on the outcome of the projects  No examination (”tenta”)

    9. Contents: Lectures • The lectures cover the following subjects: • Group dynamics (mini) • What is information? (mini) • Information visualization I & II (by Staffan Björk) • Traditional graphical interfaces (by Staffan Björk) • New ways to input & output data • How to write a paper (by Staffan Björk) • Non-traditional graphical interfaces I & II • On web design and the life as a consultant

    10. Contents: Exercises • Exercises are performed in groups • Taking part is mandatory • There are six exercises, most of them concerned with understanding, analyzing and presenting information • Astronomical illustrations • Making an info card • Presenting statistics / “programming” • Drawing icons • Adapting information • Web design: crash course (non-mandatory)

    11. Contents: Projects • Individual project I: Web portfolio • Individual project II: Paper • Group project I: Information visualization • Group project II: Non-traditional graphical interfaces

    12. On grading • Each project is worth 25 points • These 25 points are divided between the different parts of the project • Thus, in total 100 points can be earned • The points earned give the grade: • 40 - 59 = 3 (CTH) • 60 - 79 = 4 (CTH) • 80 - 100 = 5 (CTH) • 40 - 74 = G (GU) • 75 – 100 = VG (GU)

    13. To get good marks • You have to articulate your design process • You have to attest your design decisions • You have to analyze and discuss your design and the implications of your design decisions.  I am not a mind reader :)

    14. Example • We used brainstorming to get an idea, and we came up with a really cool lamp. • We decided to use a red light bulb since red is said to be an energetic color. • It turned out that the red light bulb gave the lamp and hence the room a sort of pornographic and gloomy touch that was clearly not suitable for the elderly users. In retrospect we should have used a light bulb of normal color, or perhaps a lightly yellow one to create a cozy atmosphere.

    15. Thus… • If you do something that is crap but explain • how you did it • why the design choices seemed to be a good idea at the time • why it went wrong • what should have been done differently and how • …it is still possible, (but quite hard!) to get a 5 grade.

    16. Thus… • If you do something brilliant, but do NOT explain how and why you cannot get a 5 grade. • How am I supposed to know if you are really good or just plain lucky?  Don’t be afraid to fail

    17. On Myself • Advantages • Has worked as an IT-consultant for 5 years  lots of practical ´”real life” knowledge • Has experienced all ”editions” of this course • Drawbacks • Not very up-to-date when it comes to the latest academical findings in HCI • Hang-ups • Gets annoyed with people who come late or miss deadlines without a very good excuse

    18. What about you? • Name • E-mail address • Education • Work experience • What’s your most prominent role: rank the following: • Programmer • Graphical designer • Project leader • Writer • Illustrate yourself!