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Summary IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11
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Agenda Designing interactive systems –Noughts and crosses Summary Organising the project – prototyping Project techniques Admin
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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
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OXO strategy Need to –Find blank cells –Find lines of two symbols –Weigh different options A A B B
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OXO: HCI Target audience: –Recovering stroke victims Colours: –High contrast –Consistent Transitions: –Slow – major layout changes take 2-3 seconds
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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?
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Conceptual design
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Your toolkit Requirements gathering –Observation –Interviews / questionnaires System design –Personas –Storyboards / wireframes –Prototypes Documentation –System specification Evaluation –Heuristic evaluation –Usability testing
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Inclusive design Personas Scenarios Brain- storming Story- boards HTML Critique
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The Star lifecycle Evaluation Task/functional analysis Prototyping Implementation Requirements specification Conceptual/ formal design (adapted from Hix and Hartson, 1993 )
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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
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Two kinds of prototype Throwaway or low-fidelity –Paper –Powerpoint Evolutionary or high-fidelity –Early prototypes develop into finished product
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Fixed duration Prototyping Dynamic Systems Development Method (DSDM) Prioritisation of requirements Timeboxing PlanReview
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Prioritisation M ust haves o S hould haves o C ould haves o W on’t haves Aim to complete M and S within timebox
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One way to organise your week...
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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
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eXtreme Programming
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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
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Short break
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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
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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
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Marking criteria Teamwork30% –Project management –Communications –Documentation Quality of product30% –Adaptation to audience –Operation and performance Quality of evaluation30% –Appropriate method –Results Presentation10% –Preparation –Questions
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Non-participation Team members can be fired Must be unanimous Signed written statement by 1700, Friday 9 th Dec
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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
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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
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This week Practicals take place as normal Tutorials are surgeries –Opportunity to discuss games and audiences
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Questions?
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