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1 22
WELCOME TOINTERACTION
DESIGN:GRAPHICAL
INTERFACES, 6pSus Lundgren
2 22
What’s it all about?• To practice design of graphical user
interfaces, focusing on interaction and expression
• To practice how to adapt an interface as well as the input and output to it, to a given situation and user group
• To practice how to create interfaces that are dynamic and yet easy to interact with
See clearer requirements for each project!
3 22
What’s it all about?
4 22
It’s NOT about• Creating good-looking surfaces
– Looks is a bonus but consideration is a necessity
• Creating full-working prototypes
5 22
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 22
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 22
Welcome!• This course has one regular lecturer
– Sus Lundgren, [email protected]
• The course runs from today, 29/8, to 21/10 (last lecture 12/10)
• Lectures, exercises and project presentations are always scheduled on Mondays and Wednesdays
• Mandatory parts are– To take part in all projects and exercises
– To take part in the literature assignment
– To be present at project presentations
8 22
Literature• Edward R. Tufte: Envisioning Information
– To understand principles of information visualization and graphical design
• Alan Cooper & Robert Reimann: About Face 2.0: The Essentials of Interaction Design– To understand principles of interaction
design related to traditional graphical user interfaces
– Your ”Bible”: When in doubt – ask Cooper
• Various papers– Concerning subjects such as non-traditional
input and non-effective applications…
9 22
10 22
course contents• Lectures
• Literature assignment
• Exercises
• Projects– Two projects performed in groups
– One project performed individually
• Grades will be based on the outcome of the projects
No examination (”tenta”)
11 22
Contents: Lectures• The lectures cover the following subjects:
– What is a good GUI?
– Group dynamics (mini)
– Traditional user interfaces I,II and III
– What is information? (mini)
– Web design
– Information visualization
– Non-traditional ways to input & output data
– Non-effective applications: Informative Art and Slow Technology
12 22
Literature Assignment• There will be one literature assignment
– Your group will present one or more chapters from Coopers book
– You will serve as opponent to other groups
• Circa 10 minutes per group including questions
• 14/9
13 22
Contents: Exercises• Exercises are performed in groups of 3
people; not necessarily those in your project group– Taking part is mandatory
• There are five scheduled sessions
• At each session, there are two exercises to choose from– Choose the one where you will learn the
most; exercises are not graded
• Exercises are supervised, and one supervisor will register and give feedback on last weeks exercise
14 22
Contents: Exercises• Subjects are
– Programming a robot or To draw icons
– Alorithms or Designing a Popup
– Designing Search or Designing Menus
– Visualizing statistics or ?
– Making the GUI to a small game or Vusualizing unpredictable data
– Redesigning a GUI
15 22
Contents: Projects• The course contains three mandatory
projects
• Group project I: Traditional GUIs (60p)
• Group project II: Non-traditional graphical interfaces (15p)
• Individual project: choose one of– Creating a complex search GUI (45p)
– Creating a web system (30p)
• The points represent– A measure on how many hours to spend
– How much a project is worth when it come to grading
16 22
On grading• Each project is worth a number of points
– These points are divided between the different parts of the project for clarity on what’s important
• Thus, in total 120 or 105 points can be earned, depending on which individual project you choose
• The points earned give the grade:– 60 - 74 = 3 (CTH)
– 75 - 99 = 4 (CTH)
– 100 - 120 = 5 (CTH)
– 60 - 95 = G (GU)
– 96 – 120 = VG (GU)
17 22
To get good marks• You have to attest your design decisions
• You have to analyze and discuss your design and the implications of your design decisions.
• You have to articulate your design process
I am not a mind reader :)
18 22
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.
19 22
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 high grade.
20 22
Thus…• If you do something brilliant, but do NOT
explain how and why you cannot get a high grade. – How am I supposed to know if you are
really good or just plain lucky?
Don’t be afraid to fail
21 22
On Myself• Advantages
– Have worked as an IT-consultant for 5 years
lots of practical ´”real life” knowledge
– Have experienced all ”editions” of this course
• Drawbacks– Not very up-to-date when it comes to the
latest academic findings within HCI
• Hang-ups– Gets annoyed with people who come late or
miss deadlines without a very good excuse
– Dislikes PowerPoint
22 22
What about you?• Name
• E-mail address
• Education & relevant work experience
• What’s your most prominent role: rank the following:– Programmer
– Graphical designer
– Project leader
– Writer
• Illustrate yourself!