Approved by SIAT UPC Oct 12, 2006
Course Number: IAT 334-3
Course Title: Interface Design
Credit Hours: 3
Vector: 2-0-0-2 ((lecture-tutorial-seminar-laboratory)
Course Description
Provides an introduction to the art and design of human-computer interfaces, design methods, prototyping and evaluation of user interfaces. Examines issues of interactivity and its relation to human contexts and technological systems. The role of aesthetic, symbolic, affective and cultural factors will be assessed in concert with scientific and technological issues. The class is primarily focused on visual interfaces on computer monitors and hand-held devices, but culminates with considerations of increasingly physical interactions in ubiquitous environments.
Prerequisite: Completion of 48 Credits.
Recommended: IAT 102.
Corequisite: None.
Special Instructions: None.
Course(s) to be dropped if this course is approved:
This course does not exist at SFU. IAT 334 carries on a series of IAT courses dedicated to graphical, visual and communication design. The epistemological and methodological foundation of these courses is primarily that of Art and Design. While issues informed by scientific and technical approaches are explored, they are not the focus of the course. As such, IAT 334 complements CMPT 363 since the latter is based almost exclusively on empirical science and a normative design perspective on interface design.
Will this be a required or elective course in the curriculum; probable enrolment when offered?
Required for all SIAT students in the Design Concentration. Enrolment estimated at 50 per year.
This course offers design and development of a major project that integrates the skills and concepts learned within a particular concentration and prepare students for working in the real world context.
Will this be a required or elective course in the curriculum; probable enrolment when offered?
This will be required of all second year students.
Indicate Semester and Year this course would be first offered and planned frequency of offering thereafter.
2007-3 and annually thereafter.
Which of your present CFL faculty have the expertise to offer this course? Will the course be taught by sessional or limited term faculty?
Erhan, Gromala, Taylor, Wakkary, Dill, Bartram, Shaw
The course will be preferably taught by tenured or tenure-track faculty.
Are there any proposed student fees associated with this course other than tuition fees?
No.
Is this course considered a `duplicate' of any current or prior course under the University's duplicate course policy? Specify, as appropriate.
No.
Note: Senate has approved (S.93-11) that no new course should be approved by Senate until funding has been committed for necessary library materials. Each new course proposal must be accompanied by a library report and, if appropriate, confirmation that funding arrangements have been addressed.
Provide details on how existing instructional resources will be redistributed to accommodate this new course. For instance, will another course be eliminated or will the frequency of offering of other courses be reduced; are there changes in pedagogical style or class sizes that allow for this additional course offering.
This course does not utilize library resources.
Does the course require specialized space or equipment not readily available in the department or university, and if so, how will these resources be provided?
This course uses existing equipment available at SIAT.
Does this course require computing resources (e.g. hardware, software, network wiring, use of computer laboratory space) and if so, describe how they will be provided.
This course utilizes computers, software and lab space already available at SIAT.
Interface design methods (e.g., user-centered design methods, prototyping, and design principles).
Design: How to design good user interfaces, starting with human capabilities (including the human information processor model, perception, motor skills, attention, disabilities). Using those capabilities to drive design techniques: task analysis, user-centered design, iterative design, usability guidelines, interaction styles, and graphic design principles.
Interface technology (e.g., input and output devices, interaction styles, metaphors, and common interface paradigms).
Implementation: Techniques for building user interfaces, including prototyping tools; input models, output models, layout, constraints, and toolkits.
Evaluation: Techniques for evaluating and measuring interface usability, including heuristic evaluation, predictive evaluation, and user testing. Interface evaluation (e.g., software logging, user observation, benchmarks and experiments).
Cultural paradigms: The role of aesthetic, symbolic, affective and culture, such as identity, globalization, cultural difference.
Scientific paradigms: scientific and technological issues: human capabilities (perception, motor skills, memory, mental models, interface metaphors, efficiency, maintenance)
Courses Objectives:
1. Develop familiarity with the software architecture of graphical user interfaces.
a. Understand the widget hierarchy of a graphical user interface (GUI)system.
b. Understand the event loop concept and the event queue.
c. Understand the client-server model.
d. Understand the role of graphic design in gui architecture, including hierarchy, organization of text and image (lay out), color, fonts, and bitmaps.
2. Ability to design, lay out, and implement a graphical user interface.
a. Analyze the requirements for an interface.
b. Identify and decompose the tasks required of the application.
c. Map the tasks to user interface components.
d. Implement functionality via callback functions.
e. Select and structure appropriate fonts, colors, images, and interaction techniques and feedback.
f. Understand user interface design in specific domains g) Become familiar with theories and motivations
visual interaction design
3. Ability to implement a variety of interaction techniques.
a. Implement techniques: as rubber-banding, dragging, zooming, cut,
copy, paste, and direct manipulation.
b. Implement feedback techniques such as highlighting, blinking, state
messages.
c. Implement context sensitive help messages for the user.
4. Familiarity with the graphical user interface software development process.
a. Understand how specification grammars can aid in designing a user interface.
b. Understand the role of rapid prototyping for new applications.
c. Understand user interface management systems for maintenance of applications.
5. Understanding human factors issues in user interface design.
a. Understand the diversity of users with respect to both general computer knowledge and application domain knowledge.
b. Understand the diversity of users with respect to physical, cognitive, and perceptual abilities, differing personalities, identity and cultural differences.
c. Understand how to design user interfaces for people with disabilities such as limited vision, color blindness, limited hearing, and limited mobility.
6. Understanding methods & processes: a) Be able to conduct requirements analysis and design implementation b) Perform usability evaluation and redesign c) Understand phases of iteration d) Become familiarized with interactive design using multimedia, networking and advanced features
7. Understanding and navigating cultural and scientific paradigms and frameworks.
Delivery Method: Studio Lab (SL)
Evaluation:
Participation: 20%
Assignments: 20%
Presentation: 20%
Documentation 20%
Portfolio Project 20%
Computer lab, Sensors, Digital Cameras
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Bolter & Gromala. Windows and Mirrors: Interaction Design, Digital Art and the Myth of Transparency. Cambirdge: MIT Press, 2003.
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Grudin, J. 1990. “The Computer Reaches Out: The historical continuity of interface design” Human Factors in Computing Systems: Proceedings of CHI ’90, New York: ACM, pp. 261-268.
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