1. Welcome!
IE 435/535 Fall 2022
Human Centered Design for Interactive Systems
Course Instructor: Dr. Winnie Chen
2. Who I am
• H.-Y. “Winnie” Chen, PhD
• Assistant Professor,
Department of Industrial & Systems
Engineering, UB
• PhD from Mechanical & Industrial Engineering,
University of Toronto
• BASc and MASc from University of Waterloo
3. My lab: Advanced Cognitive Engineering Lab
Research in Driver Behaviors/Safety:
• Investigate driving performance and social-psychological motivators of risky driving behaviors (e.g., distraction,
speeding, drowsiness) in simulator and real-road studies.
• Design and evaluate interventions for risky driving behaviors—smart driver monitoring, feedback and incentives.
• Research to support highly automated driving in mixed traffic environments:
• Design driver-vehicle interfaces to communicate
automation intentions and support driver takeover in
emergencies
• Design driver training for relevant skills (e.g., manual
driving, monitoring automation)
Research in Complex Work Domains:
- Healthcare, such as medication management systems
- Fairness in algorithms
4. IE435/535 Course Information
• UBLearns “Course Information” page
▫ Syllabus
▫ Course Schedule (tentative and subject to change!)
5. Course TAs
Su Shen (sshen2@buffalo.edu)
Connor Wurst (cjwurst@buffalo.edu)
Office hour TBA
6. Course Requirements and Grading
Undergraduate Students Graduate Students
Description Percentage
Participation in Class &
Graded Discussion Boards 20%
Design Project 50%
Presentations 5%
Take-home exam 25%
Description Percentage
Participation in Class &
Graded Discussion Boards 20%
Special Topics Assignments 20%
Design Project/mHealth
competition submission 50%+5%
Presentations 5%
7. Schedule
• TENTATIVE
• Pay attention to
UBLearns
announcement
Week
Week Start Date
(Monday)
Section
Class Meeting
(Mon, 12:00-1:20 PM)
Class Meeting
(Wed, 12:00-1:20 PM)
Project Deliverables Due (Sun)
1 29-Aug Introduction to Interaction Design
UB Blackstone LaunchPad -
Design Challenges and Project Ideas
discussion G
2 5-Sep Labour Day Design Process
Team Formation and Topic Proposal
(video submission, 9/12) U
3 12-Sep Focus on Users Focus on Users
S
4 19-Sep Requirements gathering Data collection methods
G
5 26-Sep Data collection methods
Jessica Arora (Human Factors Engineer at
Delve)
Requirements Gathering Plans (verbal
check-in this week)
6 3-Oct
LaunchPad Coaching:
Developing a Business Case
Special Topic 1: HCI Accessibility
(Guest: Erin Brunelle from UB Center for
Assistive Technology)
7 10-Oct Mid-term Project Presentations Mid-term Project Presentations Requirements Results (10/16)
8 17-Oct Design Fundamentals Interface and Interactions
Prototyping Plans
(verbal check-in Thurs/Fri)
9 24-Oct Prototyping Alan Hunt (CSE Faculty) on Dark Patterns
Self-Reflections
(individual, due 10/31)
10 31-Oct Standards Special Topic 2
Initial Prototypes and Design
Documentation (10/31)
11 7-Nov Design Evaluation Design Evaluation
12 14-Nov Usability Testing
Anita Ko (Director of Product Design,
Scotiabank)
Usability Testing Plans
(verbal check-in this week)
13 21-Nov User Modeling Fall Recess
14 28-Nov
Ann Bisantz (Undergraduate Dean and ISE
Professor) on Designing for Complex Systems -
- healthcare
Special Topic 3: Future of HCI
15 5-Dec
Final Project Presentations
(Business Formal)
Final Project Presentations (Business Formal)
Evaluation and Final Report
(12/11)
Finals Week 12-Dec -- Self Reflections (12/16)
(Schedule subject to change - pay attention to announcement!)
3 - Design and
Prototyping
1 - Introduction to
Interaction Design
2 - Requirements
Gathering
4 - Evaluation
Take-home Exam (due 12/14)
8. Class Communication
This course is in-person, but occasionally we will meet on zoom instead.
Please pay attention to UBLearns announcement for any last-minute changes.
- Questions about the course? Post on UBLearns!
- Found some relevant examples you’d like to share? Post on UBLearns!
- Questions about the project? Post on UBLearns!
- Additional feedback/help from TA
Emails/Discussion board posts should be professional and respectful—they
are not text messages (don’t hey wussup me plz)
9. Resources
• Course text: Interaction Design: Beyond Human-
Computer Interaction / 5th Edition (2019)
• Authors: Helen Sharp, Jenny Preece, and Yvonne
Rogers
• Recommended text: The Design of Everyday
Things
• Author: Donald Norman
11. Good and Poor Design
https://www.interaction-design.org/
12. Good and Poor Design
• Our goal as designer
▫ Develop interactive products that are USABLE
“Designing interactive products to support they way people communicate and interact in
their everyday and working lives”
• Designing for the “user experience”
▫ Easy to learn
▫ Effective
▫ Enjoyable
• Designing an interactive product is not the same as engineering the software for it
15. Important Considerations – What to design
• Need to consider:
▫ Who the users are (who is going to use the device)
▫ What activities are being carried out (what will they be doing)
▫ Where the interaction is taking place (when and where will they do it)
• Need to optimize the interactions users have with a product
▫ Should match the users’ activities and needs
16. Discipline of Interaction Design
• “Designing interactive products to support the way people communicate
and interact in their everyday and working lives”
- Preece, Sharp and Rogers (2015)
• “The design of spaces for human communication and interaction.”
- Winograd (1997)
18. Working in multidisciplinary teams
• Many people from different backgrounds involved
• Different perspectives and ways of seeing and talking about things
• Benefits
▫ Can generate more ideas and designs
• Disadvantages
▫ Difficult to communicate and move created designs forward
19. User Experience
• How a product behaves and is used by people in the real world
▫ The way people feel about it and their pleasure and satisfaction when using it, looking
at it, holding it, and opening or closing it
▫ “Every product that is used by someone has a user experience: newspapers, ketchup
bottles, reclining armchairs, cardigan sweaters.” (Garrett, 2010)
▫ “All aspects of the end-user's interaction with the company, its services, and its
products. (Nielsen and Norman, 2014)
• Cannot design a user experience, only design for a user experience
20. Interaction Design Process
• Establish requirements
▫ Identify needs and requirements for user experience
• Develop alternatives
▫ Develop alternative designs
• Prototyping
▫ Build interactive prototypes so characteristics can be communicated & assessed
• Evaluating
▫ Evaluation of design throughout the development process
21. Core characteristics of interaction design
• Users should be involved throughout the development of the project
• Specific usability and user experience goals need to be identified, clearly
documented and agreed to at the beginning of the project
• Iteration is needed
22. Why do we do all of this?
• To help designers
▫ understand how to design interactive products that fit with what people want, need
and may desire
▫ appreciate that one size does not fit all
e.g., teenagers are very different than grown-ups
▫ identify any incorrect assumptions they may have about particular user groups
e.g., not all old people want or need big fonts
▫ be aware of both people’s sensitivities and their capabilities
We must recognize individual differences (age, gender, experience, culture),
but also need to make sure our assumptions are correct.
23. Usability vs. User experience goals
Usability Goals
• Effectiveness
• Efficiency
• Safety
• Utility
• Learnability
• Memorability
User Experience Goals
Desirable aspects
satisfying helpful fun
enjoyable motivating provocative
engaging challenging surprising
pleasurable enhancing sociability rewarding
exciting supporting creativity emotionally fulfilling
entertaining cognitively stimulating
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying cutesy
childish gimmicky
24. Usability vs. User experience goals
• How are they correlated?
▫ Aesthetics matter and can improve usability, but doesn’t overcome poor
usability
▫ Not all goals are always possible/relevant
25. Design Project
• UB Blackstone LaunchPad Program
▫ Introduction to the LaunchPad program and challenges (next class)
▫ Additional coaching available
▫ Panel of external reviewers to provide feedback
▫ Prizes to be won!
• Grad students: the Mobile Health Applications for Consumers Design Competition
▫ Showcase the application of human factors/ergonomics methods and design principles to the design of
a mobile health application for consumers (healthcare recipients) or their nonprofessional support
network (informal caregivers and community).
▫ Optional for undergraduates
• Project team
▫ 4 members per team
▫ Find team members with common interests/goals
▫ Diverse set of skills – app/web development, design background, engineering, arts & humanities,
industry experience, research …..
26. Design Project
Project Stage Project Deliverable (written reports unless otherwise noted) Due Date Weighting
Requirements
gathering
1 Initial Project Proposal* 09-11-2022 5%
2a Requirements Gathering Plan
(verbal check-in) Week 5 5%
2b
Data Collection (Methods, Results, Analysis)
10-16-2022
20%
Design and
Prototyping
3a Prototyping Plan (verbal check-in) Week 8 5%
3b Design Documentation and Initial Prototypes 11-06-2022 20%
User testing
4a Usability Test Plan (verbal check-in) Week 11 5%
4b Evaluation and Iterative Recommendations
12-11-2021
20%
5 Final Report* (Corrections/Formatting) 10%
Self-
reflections
S1 Mid-term self-reflections (individual) 10-30-2021 5%
S2 Final self-reflections (individual) 12-04-2021 5%
27. Design Project
Your first task: use Discussion Board to introduce yourself, pitch and refine
ideas, and form teams
• Initial Introductions/Idea Pitch (Due 08/30)
▫ Go ahead and respond to each other’s idea pitch!
▫ Will leave some time next class for you to meet/discuss in person
• Team Formation and Topic Proposal (Deliverable 1) is due Sept 11
▫ If you don’t have a team in time, we will assign you to a team but you will
receive 0 on this component