This document provides an introduction and overview of a course on Human Computer Interaction. It outlines the course expectations, goals, topics, organization and assignments. The course aims to teach students the human-centered design process for developing interactive systems. It will cover topics such as needfinding, prototyping, design guidelines and evaluation methods. The course consists of lectures, labs and assignments where students will work in teams on a semester-long project. Evaluation will be based on the project, prototypes, reports and an oral discussion.
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A handout for our (Jo&Anita) seminar held on 31st May, 2013.
Unfortunately, the links towards the end are not working, so you have to type them into your browser. We've made a shorter version of the link to the spreadsheet so that you don't have to type a very long URL.
Any comments, ideas are welcome! :)
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A handout for our (Jo&Anita) seminar held on 31st May, 2013.
Unfortunately, the links towards the end are not working, so you have to type them into your browser. We've made a shorter version of the link to the spreadsheet so that you don't have to type a very long URL.
Any comments, ideas are welcome! :)
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- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
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3. 3
§ Understanding how to design the user experience when interacting with
modern applications, devices, and environments
§ Gaining in-depth knowledge of a human-centered process to create
interactive systems
o and how to apply it in practice
§ Becoming familiar with methods to gather and listen to users’ needs
§ Learning to evaluate interactive systems with their users
Goals
Human Computer Interaction
6. 6
§ Iterative and human-centered process
§ People needs (not “wants”)
§ Design principles and guidelines
§ Usability goals
§ Prototyping (rapidly)
§ Evaluation (various kind)
§ Programming
How to Design and Develop Good Interactive Systems?
Human Computer Interaction
7. 7
Introduction to
Human-Computer
Interaction
Definitions, the human, the computer, vision of the future
Building interactive
applications with a
human-centered
process
Main tasks and methods to design, develop, and evaluate an interactive application
Needfinding strategies, low-, medium, and high-fidelity prototypes, mental models and visual design,
heuristic evaluation, and basic concepts and methods for user studies
Application &
Projects
Practical part on a specific application domain
Various kind of interactive prototypes (with and without writing code)
“Beyond WIMP”
paradigms
Tangible interaction, wearables, voice user interfaces, gestures, interaction with AI systems, …
Thematic seminars on emerging topics and case studies
What We Will Learn
Human Computer Interaction
8. 8
1. Introduction to HCI (this week!)
2. Needfinding
3. Defining needs and tasks
4. Prototyping
5. Design guidelines, principles, and heuristics
6. Human abilities and theoretical models
7. Visual design and design patterns
8. Heuristic evaluation
9. Usability testing
10. Advanced interactions
Course Topics… At a Glance!
Human Computer Interaction
9. 9
§ Course website - http://bit.ly/polito-hci
o Slides, exercises, lab texts
o Full schedule
o Templates and deadlines
o Supplementary material
§ Video lectures (for classes, only)
o YouTube - https://www.youtube.com/playlist?list=PLs7DWGc_wmwRZHYGyiQxcgfJ7U1X81N_i
o Portale della Didattica
§ GitHub - https://github.com/polito-hci-2022
o Slides, lab texts, examples, group work, …
Learning Material
Human Computer Interaction
10. 10
§ We will use Telegram for quick communications
o Among students, with teachers, etc.
§ Join at https://t.me/+fH1BU1qkTrgzMDE8
§ Announcements, reminders, and official information will have the #news tag
§ Feel free to contact the teachers for feedback and ask questions
o use the #question tag, if writing in the group
§ Emails are an alternative for longer, slower, and private conversations
o Use “Student Hours”, too
Communications
Ambient intelligence
11. 11
Why?
§ An opportunity for individual students (or groups) to discuss any need or challenge
§ To clarify information and ask questions about the course
§ To discuss academic and/or career goals
§ To know more about certain topics
§ …
When?
§ Every Wednesday 10:00-11:00 in my office: book a slot on my calendar
§ On request, either in person (in my office) or remotely (on Zoom)
Student Hours
Ambient intelligence
12. 12
§ Learning method
o Project-based à students learn by doing a project, in teams
o Problem-based à the project work starts from elicited and real users’
needs (needfinding phase)
§ Projects developed during the semester and step-by-step (assignments)
o Within a given theme and mostly in the labs
o Iterating on prototypes
§ Intermediate checks at the end of the assignments’ work: the main way to
provide feedback to the teams
o Feedback is there to help students improve the next step in their projects,
in the course, in addition to possibly improve the final grading
Course Methodology
Human Computer Interaction
13. 13
Course Organization
Human Computer Interaction
§ Classes
o 3 h/week
o Interactive lectures + exercises (mixed)
§ Laboratories (room 2T)
o 1.5 h/week
o 3 Lab slots
o Starting from Week 2
o For group projects
§ Exception: first week
o Class instead of Lab
MO TU WE TH FR
08:30
10:00
11:30
Class
7T
13:00
Class
R1b
14:30
Lab
2T
16:00
Lab
2T
17:30
Lab
2T
15. 15
§ In-person, in rooms with power outlets at the desks (often)
§ Video-recorded and made available soon after each class
o not streamed live
§ We will lose 1-2 classes
o (Asynchronous) video-lectures as substitutions
o Q&A session in the following in-person class
Classes
Human Computer Interaction
16. 16
§ Starting October 7, 2022
o In rooms with power outlets at the desk
§ For group activities
§ Assignment text online some days in advance
o We aim at “one week in advance”
§ We will lose one lab
o we need to catch up during the semester!
Laboratories
Human Computer Interaction
17. 17
§ Set up in a design studio way
o “A design studio is a workplace for people engaged in conceiving, designing
and developing new products or objects”
o Each team will be in the same slot and will work with the same teacher for
the entire semester
o The teacher is there to support the teams’ work, not just reply at questions
§ Two main activities within studios, identical for the three slots:
1. Assignments - Teams work on steps of the project with the guidance of the
teacher
2. Checks - Teams present their assignment work to the teacher and receive
feedback
Laboratories... As Design Studios
Human Computer Interaction
18. 18
§ Each of the three slots will have a specific theme
o All the projects must fall in the slot’s theme and specialize it
o Slots must have around the same number of assigned teams
§ Themes:
1. Digital Wellbeing (13:00-14:30)
2. AR/VR for Education (14:30-16:00)
3. Humans meet AI (16:00-17:30)
Laboratories... As Design Studios
Human Computer Interaction
19. 19
Human Computer Interaction
§ Teacher: Alberto Monge Roffarello (alberto.monge@polito.it)
§ When: Friday 13:00-14:30
§ Description: Internet-connected devices, such as smartphones, are an integral part of
our daily life. They are always with us and gives us many opportunities for social
support. They also show many negative aspects linked to the misuse and overuse
thus negatively impacting our “digital wellbeing”. Within this theme, we will explore
ways to build digital experiences that work with you and your wellbeing, not against
you, to find a better balance with technology.
§ Examples: Forest, Hinge: the dating app designed to be deleted, Google’s Digital
Wellbeing Experiments
Theme 1 – Digital Wellbeing
20. 20
§ Teacher: Luigi De Russis (luigi.derussis@polito.it)
§ When: Friday 14:30-16:00
§ Description: Virtual and, especially, augmented reality (VR/AR) can create new
educational experiences for many, from primary-school students learning the
different species of animals to developers wanting to create 3D videogames.
Within this theme, we will explore how we might create VR/AR educational
experiences for helping people learn better and possibly with more fun.
§ Examples: AR in Google Search, timelooper, SkyView
Theme 2 – AR/VR For Education
Human Computer Interaction
21. 21
§ Teacher: Tommaso Calò (tommaso.calo@polito.it)
§ When: Friday 16:00-17:30
§ Description: AI-powered systems have impacts on different aspects of our life, from
the movies we watch (movie recommendation) to how we look for information
(virtual assistants). They also changed many industries and professions. However,
such systems are typically built with a technology-first approach, instead of a human-
first. Within this theme, we will explore how an intelligent agent can augment human
capabilities to really serve people needs.
§ Examples: Amazon Alexa, Youper, GAUGAN2
Theme 3 – Humans Meet AI
Human Computer Interaction
22. 22
§ 3-4 students (preferably 4)
§ It is students’ responsibility to form teams
o Teachers may help, but not automatically assign anyone
§ Teams cannot be changed during the semester
§ In case of issues among teammates: please, talk with the teachers
§ Each team will work on their own GitHub repository
o we will create and assign private repositories to each group
Teams
Human Computer Interaction
23. 23
1. Project development (up to 20 points)
o In teams
o Final report – process, execution, and outcomes of five group assignments
o Prototypes “source”
2. Heuristic evaluation (up to 4 points)
o Individual
o Report – outcome and execution of one individual assignment
3. Oral discussion on the project (up to 8 points)
o As a group, mandatory
§ The realized project will be valid until the end of the academic year
About The Exam
Human Computer Interaction
24. 24
§ Invested effort in the project activity, including the willingness to incorporate
the provided feedback
§ Originality, complexity, and richness of the work
§ Methodological and technical correctness of the entire process
§ Completeness and communication quality of the assignments’ outcomes and
report(s)
§ Quality of the presentations and oral discussion
§ Individual contribution
Evaluation Criteria
Human Computer Interaction
25. 25
§ Goal:
o to give hands-on experience with the modern human-centered design process
described during the course
§ Projects will be built step-by-step and mostly carried on during studios
§ Project’s topic proposed by each group
o Based on needfinding
o Within the chosen theme
§ Assignments represent the various process steps
o Start during a studio
o Are often followed by checks with teachers (in one of the following studios)
o Evaluated at the exam through reports and discussion
Project Development
Human Computer Interaction
26. 26
Human Computer Interaction
§ Assignment 1 [group]
o Needfinding
o Starts at week 2, ends/check at week 3 (duration: 1 week)
§ Assignment 2 [group]
o Refinement and project focus
o Starts at week 4, ends/check at week 5 (duration: 1 week)
§ Assignment 3 [group]
o Low-fidelity prototype and evaluation
o Starts at week 6, ends/check at week 8 (duration: 2 weeks)
(Planned) Assignments and Checks
27. 27
Human Computer Interaction
§ Assignment 4 [group]
o Medium-fidelity prototype
o Starts at week 9, ends/ready at week 11, no check (duration: 2 weeks)
§ Assignment 5 [individual]
o Heuristic evaluation on another group’s medium-fidelity prototype
o To be done during the studio of week 11
o Results passed to the other group
§ Assignment 6 [group]
o High-fidelity prototype (and final report)
o Starts at week 12, ends one week before each exam date
(Planned) Assignments and Checks – cont’d
Coding will start here, not before!
29. 29
§ The realized final prototype must be a high-fidelity interactive prototype, not
a final “product”
§ The application is not required to (fully) implement standard (yet important)
features, such as sign-up, sign-in, ...
o Assume that your user is already registered and signed in
§ This means that some (difficult or standard) features can be faked or hard
coded
Projects Completion Level
Human Computer Interaction
30. 30
§ All teammates present and presenting
§ Each group will present their project with:
1. A brief introduction to the project
2. A demonstration of the implemented prototype, where students cover the
main features and everybody in the team speak
3. Answering some questions from the teachers, about what students
showed and/or about the submitted report(s)
§ Beware: the demonstration is typically the most critical part
o it needs to be carefully prepared, and not rigged up at the moment
§ Teachers will have already read the report(s) and had a look at the final
prototype code, so there is no need to cover those
Oral Discussion
Human Computer Interaction
31. 31
§ Submit group composition
o Group name
o 4 persons (max), for each:
• ID (matricola), Surname, Name, GitHub username, e-mail
o Two preferred lab slots/themes
§ Submission link (Google Form):
o https://forms.gle/FsGjUnvCcCvpBmin7
Introducing… the Assignment Zero
Human Computer Interaction
Deadline:
October 5, 2022
End of Day (EoD)
32. 32
Suggested Books
Human Computer Interaction
§ Alan Dix, Janet Finlay, Gregory D.
Abowd, Russel Beale, "Human-
Computer Interaction", 3rd edition,
Prentice Hall, 2004, ISBN 0-13-046109-1
§ Shneiderman, Plaisant, Cohen, Jacobs,
Elmqvist, "Designing the User Interface:
Strategies for Effective Human-
Computer Interaction", 6th edition,
Pearson, 2016, ISBN 013438038X /
9780134380384
33. 33
Suggested Books
§ I. Scott MacKenzie, "Human-
Computer Interaction: An Empirical
Research Perspective", Morgan
Kaufmann, 2013, ISBN 978-0-12-
405865-1
§ David Benyon, "Designing
Interactive Systems", 3rd edition,
Pearson, 2014, ISBN 978-1447920113
Human Computer Interaction
34. 34
Suggested Books
Human Computer Interaction
§ Don Norman, "The Design of
Everyday Things: Revised and
Expanded Edition", Hachette UK,
2013, ISBN 0465072992/
9780465072996
§ S. Krug, "Don't Make Me Think: A
Common Sense Approach to Web
and Mobile Usability - revisited",
Pearson Education, 2014, ISBN
0321648781/9780321648785
35. 35
§ These slides are distributed under a Creative Commons license “Attribution-NonCommercial-ShareAlike 4.0
International (CC BY-NC-SA 4.0)”
§ You are free to:
o Share — copy and redistribute the material in any medium or format
o Adapt — remix, transform, and build upon the material
o The licensor cannot revoke these freedoms as long as you follow the license terms.
§ Under the following terms:
o Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were
made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses
you or your use.
o NonCommercial — You may not use the material for commercial purposes.
o ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions
under the same license as the original.
o No additional restrictions — You may not apply legal terms or technological measures that legally restrict
others from doing anything the license permits.
§ https://creativecommons.org/licenses/by-nc-sa/4.0/
License
Human Computer Interaction