Presentation on theme: "22 1 WELCOME TO INTERACTION DESIGN: GRAPHICAL INTERFACES, 6p Sus Lundgren."— Presentation transcript:
22 1 WELCOME TO INTERACTION DESIGN: GRAPHICAL INTERFACES, 6p Sus Lundgren
22 2 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!
22 3 What’s it all about?
22 4 It’s NOT about Creating good-looking surfaces –Looks is a bonus but consideration is a necessity Creating full-working prototypes
22 5 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!
22 6 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
22 7 Welcome! This course has one regular lecturer –Sus Lundgren, 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
22 8 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…
10 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”)
22 11 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
22 12 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
22 13 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
22 14 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
22 15 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
22 16 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: – = 3 (CTH) – = 4 (CTH) – = 5 (CTH) – = G (GU) –96 – 120 = VG (GU)
22 17 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 :)
22 18 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.
22 19 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.
22 20 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
22 21 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 What about you? Name address Education & relevant work experience What’s your most prominent role: rank the following: –Programmer –Graphical designer –Project leader –Writer Illustrate yourself!