CS147-2009-01-Intro

CS147-2009-01-Intro - stanford hci group / cs147 Intro to...

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Unformatted text preview: stanford hci group / cs147 Intro to Human-Computer Interaction Design Scott Klemmer Fall 2009 Here’s how I got interested in HCI. http://cs147.stanford.edu A public service announcement I can see you Students that sit up front learn more Students with computers out learn less Note-taking can be valuable Technology Trends Processing Unaided human abilities Thanks to Moore’s law, we now have much more compu6ng power, cheaper than we did 10 years ago. That stands in stark contrast with the human mind: the unaided mind is no smarter now than it was a decade ago. Any benefits to our human abili6es come from design; we can think of our computers as cogni6ve prosthe6cs. And we can think of the field of human ­computer interac6on as being born out of these two lines crossing. When compu6ng 6me is expensive and people 6me is rela6vely cheap, it makes sense for people to supplicate themselves to the machine and conform to how it works. But when compu6ng is cheap and people 6me is rela6vely expensive, it’s 6me to put those extra gigaflops to work for us. This is when design maIers. As compu6ng expands beyond the developed world, it can be of par6cular value to both enable and understand how technology is being appropriated and adapted for local contexts. Genevieve Bell, an ethnographer at Intel, pointed me to a small example of this, that in Malaysia, there is now a mobile phone with an integrated compass. Why an integrated compass? To find Mecca of course! This phone does cultural work almost unimaginable in a western context. Which gets us to the model of mobile compu6ng that we don’t want… For 40 years, we’ve had the keyboard and mouse, which works great for desktop applica6ons, but not so well for mobile ones. Mobile Interaction Design Many Design Choices Think different from GUI/Web Swiss army vs. dedicated Pen/speech modalities Integrate with other tasks Social apps Always in your pocket Observe To get design ideas, students start out by doing fieldwork. These observation methods are similar to what an anthropologist would do, only instead of spending time in say Papau New Guinea, we’re observing time when people do or could use mobile technology. Exercising, getting healthy food at the grocery store, singing practice, the science lab, even tour guides. Storyboard / Paper Prototype Early on, students create storyboards. Then, they create a video prototype. (I’ll replace with a downloaded version) User Testing How Did We Get Here? Course Outline TA Introductions I’d like to do four things today. Course Values Designs are for people. In design, quality is not arbitrary. But it is contextual. It’s about fit to a task People’s ability to use a design is the ultimate test of its quality The best way I know to create good designs is: Observe people and find an actual problem worth solving Rapidly and iteratively create many prototypes Create multiple prototypes in parallel to explore alternatives Seek feedback from peers and users This is daunting. We’ll break down all the parts for you. LECTURES Methods Human-centered design, discovery, mobile, prototyping, design reviews Principles Direct manipulation, representations, input, HII, Graphic Design, Information Design Evaluation Tools and the future Readings No textbook. Readings each week. Buy a course reader. (weʼll get you started.) In-class Exam Thursday, November 12th PROJECTS Teams of 3 All teams are within studio Find somebody with similar goals, who can work at similar times Weekly Assignments Due online, Thursdays at noon Platform Mobile Web App Background CS106B or equivalent You are responsible for assessing this; it is not enforced. We list the prerequisite because all students will need some fluency in building interactive systems to complete the project. Every student must do at least some of the implementation work. That said, some may do more of the programming work, and others more of the user testing work. Project teams will benefit from being multidisciplinary. Students with less programming experience (and e.g., more design experience) should consider partnering with students who with complementary strengths. Lab y2e2 111 Thursdays, 5:15pm-6:45pm Place in Curriculum You are responsible for assessing this; it is not enforced. We list the prerequisite because all students will need some fluency in building interactive systems to complete the project. Every student must do at least some of the implementation work. That said, some may do more of the programming work, and others more of the user testing work. Project teams will benefit from being multidisciplinary. Students with less programming experience (and e.g., more design experience) should consider partnering with students who with complementary strengths. Studio Declare preferences online Experimental Participation Grading Assignments (825 points) Midterm (125 points) Class/Studio Participation (50 points) Experimental Participation (Pass/Incomplete) To earn these grades, you must achieve at least these points: A+ 960 A 920 A- 890 B+ 860 B 820 B- 790 C+ 760 C 720 C- 690 Participation is participating in studio, lecture. Clearly, this will shift grades for someone. Contacting Us My office hours: Tuesdays, 3.30p-5:00p For general questions Post to cs147 general Google Group For technical questions Post to cs147 tech Google Group For personal questions: Email your studio leader Visit me in office hours! What might you come talk about? Your action items... By tomorrow @noon: Declare studio preferences online By thursday @noon: Submit ideation assignment Assigned section time will be emailed to students by midnight on Wednesday (Thurs 12am) ...
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