SOFTWARE ENGINEERING AND HUMAN-COMPUTER INTERFACE
Knowledge and understanding:
The student must have knowledge:
- of the fundamentals of human-machine interaction
- the main guidelines and principles supporting the usability of interactive systems
- the main techniques for analyzing the usability and accessibility of user interfaces
- the main techniques for designing dialogue and interactive systems in general
Ability to apply knowledge and understanding:
The student must be able to:
- define the necessary steps to conceive, design, develop and evaluate user interface prototypes in relation to their usability
- build a user model of an interactive application, considering different platforms, including mobile devices and browsers (android and xml lessons)
The teaching assumes a familiarity with the general concepts of PROGRAMMING LANGUAGE, SYSTEM MODEL. A basic knowledge of SOFTWARE ENGINEERING facilitates the understanding of some aspects
INDEX OF LESSONS
1. Introduction to the Course. Human-Machine Interaction
2. Interactive systems and interfaces for use and evolution of interaction paradigms
4. Know the user - Design for the user
5. Usability engineering
6. The requirements
7. Engineering and creativity
8. Prototypes (examples in xml and android)
9. Principles and guidelines
10. Design for the error - Design the graphics - Design the text
11. Evaluate usability
12. Human-Robot Interaction
- Introduction to the course, birth and objectives of the Human Computer Interaction discipline.
- User interfaces and usability. User-centered design. Use scenarios, use cases.
- Getting to know the user: notes on memory and attention, vision and motor system, with particular emphasis on aspects of interest for interaction design.
- Evolution of paradigms in human-machine interaction: command languages, menus and forms, direct manipulation, point & click.
- Characteristics and peculiarities of the interfaces of mobile systems. Mobile websites, responsive websites, apps. Discussion of examples.
- Usability engineering: user-centered iterative design. Requirements. Role of prototypes, user role during design. Engineering and creativity: interaction design patterns, hybridizations, metaphors. Examples.
- Evaluation of the usability of interactive systems: inspections and usability tests.
- Principles and guidelines for the design of usable interfaces. The ISO 9241-110 standard.
- The usability of graphics and texts. The management of human error. Discussion of examples from various systems.
- Human-Robot Interaction, Theory of Mind, Social and Ethical Aspects, Acceptability of new Interfaces.
Lectures will be given in the classroom. It will be possible to follow the lessons in real time even remotely through the teams platform.
The study and in-depth study of the topics will also be carried out through classroom exercises and / or homework.
The Didactic Material properly prepared will be provided through the E-LEARNING platform and shared in the TEAMS files.
ATTENDANCE IN THE CLASSROOM IS STRONGLY RECOMMENDED although not compulsory in order to take the final exam
J. PREECE, Y. ROGERS, H. SHARP,“INTERACTION DESIGN”, WILEY
A. DIX, J. FINLAY, G. ABOWD, R. BEALE, “INTERAZIONE UOMO MACCHINA”, MCGRAW-HILL
BEN SHNEIDERMAN AND CATHERINE PLAISANT, “DESIGNING THE USER INTERFACE - STRATEGIES FOR EFFECTIVE HUMAN-COMPUTER INTERACTION”, 5TH EDITION, ADDISON-WESLEY
Each student will take part in the realization of a group project (composed of 3 to 5 Students) agreed with the Professor of the Software Engineering Course, on which the practical skills acquired will be individually assessed.
Verification will be based on:
1. A PROJECT REPORT which aims to verify that the student has acquired the ability to DESIGN, DESIGN, DEVELOP AND EVALUATE USABLE USER INTERFACE PROTOTYPES, also thanks to an appropriate modeling of users in a specific context of use.
2. An ORAL TEST where students will present (also through slides or prototypes made during the course in android or xml) the project carried out