BIRLA INSTITUTE OF TECHNOLOGY &
SCIENCE, PILANI
WORK INTEGRATED LEARNING PROGRAMME
Digital
Content (Flipped Learning Model)
Part A: Content
Organization
Course
Title
|
Usability Engineering
|
Course
No(s)
|
SS ZG547
|
Credit
Units
|
5
(~ Total Hours/week of Student’s Effort in Learning)
|
Credit
Model
|
5
(1+2+2) ~ @ 5Hours/week:
Lecture
(1.5) + Lab/Assignments(1.5) + Self-study(2)
|
Course
Author
|
K
G
|
Document
Version No
|
Ver 1.0
|
Date
|
16/July/2017
|
Course
Objectives
CO1
|
Understand
the psychology underlying user-interface and usability design guidelines
keeping in mind human behavioural and perceptual capabilities and limitations
that affect interface design.
|
CO2
|
Understand
the basic principles of Goal-directed user interface design and standard
patterns and key modelling concepts involved in Visual interface design for
software interfaces.
|
CO3
|
Understand
development methodologies and lifecycle models for building user interfaces
and prototyping in user interface design and how to test them.
|
Text
Books/References
T1
|
About Face: The Essentials of
Interaction Design by Alan Cooper, Robert Reimann, David Cronin. Christopher
Nooessel, 4th Edition, WILEY
|
R1
|
Don't
Make Me Think, Revisited: A Common Sense Approach to Web and
|
R2
|
The
Design of Everyday Things (Revised and Expanded Edition) by Don Norman
|
**
Course-code specific to collaborating organization
Glossary
of Terms
Module
|
M
|
Module is a standalone quantum of
designed content. A typical course is delivered using a string of modules
(typically 10 – 15). M2 means module 2.
|
Lecture
Session
|
LS
|
A Module consists of several Lecture
Sessions (LS) in sequence; Each LS covers a particular topic in its entirety;
All Lecture Sessions are video recorded content and are available online for
anytime-anywhere viewing by Students;
LS1.2 denotes Lecture Session number 2
in Module 1
|
Video
Segment
|
VS
|
Each Lecture Session (LS) may further be
divided into several small (~10-20min) Video Segments (VS) illustrating one
sub-topic or concept; LS 1.2 VS 3 (or LS1.2.3) indicates Video Segment number
3 of Lecture Session 2 of Module 1; There may be short-quizzes in between
Video Segments to assess Students’ understanding of the topic
|
Contact
session
|
CS
|
Contact sessions refer to physical
class-room sessions meant for elaboration of difficult-to-understand
concepts, discussions on case-problems, case-studies, and Q&A session
with students etc., to be taken up by the course instructor during the
contact hours. A Contact Session is built by stringing a bunch of contact
session topics.
CS3.2 = Contact session sub-module 2 associated with Module 3
CS3.0 = Contact session associated with
all sub-modules of Module 3
|
Case
Problem
|
CP
|
Case problems/topics (experienced by
practising Usability Professionals/Product Designers) to be discussed in the
class
|
Self-Study
|
SS
|
Specific content assigned for self-study
by the Student
|
Homework
|
HW
|
Specific problems/assignments/lab
exercises assigned by Instructor as homework to Students
|
Course Overview & Terminology
This
course--consisting of lectures, case-studies and demonstrations--aims to
introduce the science, art and engineering behind the design of user-friendly
interfaces for all kinds of digital products—from mobile phones and
smart-watches to microwave ovens and automobiles. Though it is the software
that implements the User Interface, the skills expected of Usability Engineer
(like Graphic Designers or Product Designers) are quite distinct from that of
traditional software engineer. This course is highly recommended for all
professionals engaged in the conceptual design and development of products and
services targeted for use by ordinary citizens. Contents of this course
include:
■ Introduction of
Usability Engineering as a professional discipline
■ Iterative Design
Process: Research-Ethnography-Rapid Prototyping
■ Designing for
the Web, Mobile ,
Consumer and Industrial Devices/Equipment
■ Universal Interfaces, Internalization, Localization and designing for Devyangs
As different
Text books/Authors/Organizations adopt different words to refer to the same
underlying concept (albeit minor differences in semantics), without loss of
generality we shall adopt the following words synonymously during the course
Word
/ Acronym Adopted in this Course
|
Other
Related Words / Acronyms in use by Organizations / Authors
|
Remarks
|
Design
|
Product Design, Industrial Design,
Usability Design
|
Design
for Usability
|
UI (User Interface)
|
GUI, HUI, HCI, MMI (Man Machine
Interface)
|
User
Interface with x
|
HDI (Human-Device Interface)
|
HCI
|
Device
– more generic and contemporary word
|
IxD (Interaction Design)
|
Interaction Design
|
Interaction
between User and Product
|
UX (User Experience)
|
Generic umbrella term beyond usage of
single product/service
|
|
Personas
|
Archetypes, Models
|
Modelling
of different Users
|
Usability Design (UD)
|
Iterative Design Cycle: Ethnographic
Research – Prototyping -- Refinement
|
As
the word ‘Engineering’ encompasses ‘Design’ in its life-cycle, the two words
at times are used synonymously
|
Usability Engineering (UE)
|
Involves full life-cycle from Design to
Development to Testing
|
|
User
|
Actual end-user (citizen, customer,
consumer) who uses the product/service
|
A
Human who uses the product
|
Course Organization
Introductory
Video/Document: <<
Introduction of Instructors, overview of the course, structure and organization
of topics, guidance for navigating the content, and expectations from
students>>
<Module #>.<Lecture Sequence #>.<Video Segment #>
Lecture Sessions: Each of the Lecture Sessions
(LSx.y) are delivered via series of several pre-recorded Video Segments (VS) of 15 –
20mins duration followed by:
Contact Sessions: Each of the Contact Session
(CSx.y) of 1.5-2Hr each for Illustrating the concepts discussed in the videos
with exercises, tutorials and discussion on case-problems (wherever
appropriate); contact sessions (CS) may cover more than one Lecture Session
(LS). The schedule of Contact Sessions will be prepared and distributed by the
Instructor before commencement of the course (Refer Part-B of this Handout.)
Module Structure
*
The duration of Video Segment (VS) may last an average of 10 – 15 minutes each.
|
No
|
Title of the Module
|
Ref.#
(Chap)
|
No. of VS*
|
Total Mins.
|
|
M1
|
Usability
Engineering: Introduction, Motivation and Definitions
|
T2(C2), R1(C1)
|
5
|
90
|
||
M2
|
Designing for
Usability: Industrial Design, Form vs Function, Interaction Design
|
T1(C1),
IM
|
5
|
90
|
||
M3
|
Usability
Design Principles: Psychology of Human-Device Interaction, Design Heuristics,
Gestalt Principles of Design
|
T2(C5),
R1, IM
|
5
|
90
|
||
M4
|
Goal-Directed
Design: Modelling of Users, Personas, Scenarios
|
T1(C1-C5),
R3, IM
|
5
|
90
|
||
M5
|
Usability
Design: Role of Metaphors, Idioms and Affordances
|
T1(C12-13), R1(C4)
|
5
|
90
|
||
M6
|
Visual
Interface Design: Web/Mobile Interfaces, Design of eCommerce sites, Role of
Sensory Interfaces in User Experience
|
T1(C14,
C20-25)
|
5
|
90
|
||
M7
|
Usability
Engineering: “Empathy to Ethnography to Engineering”—A Lifecycle view, Rapid
Prototyping & Refinement
|
T2(C4), R4, IM
|
5
|
90
|
||
M8
|
Interface
Standards, Designing for Accessibility and Internationalization
|
T1(C14,C26),
T2(C10),
R5
|
5
|
90
|
||
M9
|
Usability
Testing and Assessments
|
T2(C6,C7)
|
5
|
90
|
||
M10
|
Technology in
Interaction Design: Augmented Intelligence (AI), Natural Language Processing
(NLP), and Chatbots/Personal Assistants (examples from Apple, Amazon, Google
and Microsoft)
|
IM,
Product Literature / Blogs
|
5
|
90
|
#T1,T2 (Text Books); IM:
Instructor-provided Material (PPTs or PDF documents); ORG: Material/documents sourced from students’ organization
While effort is made to ensure the topics covered in this course are in
alignment with referenced text-books, due to changing technologies and emerging
practices in this field, it is strongly advised that students refer to their
own sources on the net or their own organizations for comprehensive understanding
of the concepts.
Content
Structure
Type
|
Title
|
Description
|
|
M1: Usability
Engineering--Introduction, Motivation and Definitions
|
|||
LS1.1
|
Introduction to Usability—a
Science, Art or Engineering?
|
1.1
Introduction to Usability
This session
introduces the notion of Usability as a science of designing effective human
interfaces with machines; Distinguish Usability vs User Experience (UX) vs
Interaction Design (IxD); Why Usability matters in today’s technology-driven
world; Examples of products with good and bad Usability
|
|
CS1.0
|
|
CS1.0 Discuss
how Usability is different from Functional Requirements; Identify products in
our daily lives with bad (or “unusable”) interfaces; Why Product/Visual
Designers are much sought after in the industry; Skills expected of a Designer;
Highlight the role of ‘Design’ in the success of Apple products; Let students
articulate the attributes of an exciting UX or Product they used or Service
they experienced recently; Debate whether Usability is a scientific
discipline or the outcome of select creative artists
|
|
M2:
Designing for Usability
|
|||
LS2.1
|
Designing ‘Usable’ Products,
Services and Customer Experiences
|
2.1
Elements of Design for Usability
This session
highlights the elements of a good Design; Trade-offs in the architects’ metaphor
“Form follows Function”; Design of Graphical Interfaces and Digital Products
or Information Appliances; Stakeholders in the Design process; Introduction
of the emerging concept of ‘Design Thinking’ of Organizations and Systems
|
|
LS2.2
|
The Design Process
|
2.2 Design
as an Iterative Process
Illustrates
the evolutionary aspect of Product development process to include ‘Design’ in
its early stages; Design as an iterative process with user feedback and
refinement; Empathy and Ethnographic-research; Goal-Directed Design Process;
Managing conflicting interests of Stakeholders; Adoption of Agile methods in
Usability Engineering
|
|
CS2.0
|
|
CS 2.0:
Discuss (with examples) how Software Engineering is different from Usability
Engineering; Why is the User the most important Stakeholder? Why should
Designers should involve early on in the process even before Requirements
capture; How empathy and ethnography play a key role in arriving at effective
User Interaction Model
|
|
M3: Usability Design Principles
|
|||
LS3.1
|
Usability Heuristics
|
RL3.1
Design Problems and Perception biases
Design problem
and design rules. What is Perception? Visual Perception, Perception biases.
|
|
LS3.2
|
Gestalt
Principles of Design
|
LS3.2
Gestalt Principles
Application of
Gestalt psychology to the Design of Visual Elements; How Gestalt principles
drive aesthetics as well as rapid cognition in graphic communications;
Illustration of application of Gestalt principles with examples. Additional
principles commonly used in design - Progressive disclosure, Fitt’s law and
Hick’s Law.
|
|
CS3.0
|
|
CS3.0: Discuss
(with examples) how Visual Communication Design (in the form of web pages,
graphic displays and information brochures, etc.) helps rapid and effective
communication in Human-Device Interface (as in mobile apps, error messaging,
automotive displays, technical/business presentations); Heuristics are
rules-of-thumb (which worked well for several decades much before the advent
of computer devices) based on psychology of human perception, therefore, let
students discuss and discover new heuristics that they may find relevant for
their devices (mobiles, tablets or public display boards, machines,
appliances, etc.); share examples of best web-sites, gaming devices, and analyse the application of any of these
ten Usability Heuristics or Gestalt Principles.
|
|
M4:
Goal-Directed Design--Modelling Users in Context
|
|||
LS4.1
|
Goal-Directed Design
|
LS4.1 Goals
vs Tasks and Activities
This module
highlights focus on the end ‘Goal’ or objective of an interface/device vis-Ã -vis
elaboration of tasks and activities which are intermediate steps; How
identifying Goal (the real Human motivation) gives the Designer the freedom
to explore ideas for effective Interaction; Illustrate the Goal-Directed
Design process from Research to Refinement.
|
|
LS4.2
|
Modelling of Users using
Personas and Goals
|
RL4.2 User
Modelling: Personas, Goals
This session
highlights the importance of Mental Models in the Design process: Differences
between User model, Represented Model (Design) and Implementation Model
(Development); “Ideal Final Result (IFR)” – a thought-experiment approach to
visualize Goals; How to identify different Personas of Users based on their
behaviour, demographics, age, etc.; Constructing scenarios (contexts) of
usage
|
|
CS 4.0
|
|
CS4.0: Discuss (with examples) how Goals are
different from Product Features and therefore Tasks and Activities; Let
students stretch their imagination to discover the ultimate Goal (IFR tool
can be used) of any product/device/service they are trying to design (smart
watch, mobile app, kitchen appliance or eGov service); Discuss why design of
a mobile phone, automobile, Tablet or ATM for senior citizens should be
different from that of college students (the need for Modelling of Users as
Personas); Importance of ethnographic studies (and field observations of
actual users sampling the product) in refining the design prototype (use IDEO shopping-cart example referred in
M7)
|
|
M5: Usability
Design--Role of Metaphors, Idioms and Affordances
|
|||
LS5.1
|
Basic Visual Principles
|
LS5.1 Basic
Visual Principles
Explores the
basic Visual design principles and how to be considerate when designing
keeping in mind these principles
|
|
LS5.2
|
Role of Metaphors, Idioms and
Affordances
|
LS5.2 Metaphors, Idioms, and Affordances
Metaphors make
the unfamiliar familiar, this session highlights: Different visual, physical
or cognitive metaphors for adoption in UI design; Idiomatic interfaces in GUI
design; Limitations of Metaphors; Idiomatic interfaces; The concept of
Affordance and how Manual Affordances guide intuitive IxD
|
|
CS5.0
|
|
CS5.0: This is an important session which
highlights key differences between good and great UIs; Let Students explore
their products, gadgets and appliances in their workplaces and homes and also
their past experiences in interacting online with Government services to
surface various good and bad Metaphors, Idioms and the appreciation of
Affordances.
|
|
M6: Visual Interface Design for the Web &
Mobile
|
|||
LS6.1
|
Web & Mobile Interfaces
|
LS6.1
Design of Web & Mobile Interfaces
This session
introduces visual communication design principles as applied to websites or
mobile apps; The choice of appropriate colours for GUI elements based on
science and local culture; Depth and breadth of Hierarchy of Menus; Visual
balance and symmetry; Adoption of Icons; Reducing visual noise and clutter on
screen
|
|
LS6.2
|
Design of eCommerce Sites
|
LS6.2
Design of eCommerce Site
With digital
economy in its boom period and as plethora of online eCommerce sites compete
to seek customers’ attention (eyeballs), it is often their design (mobile
apps or website) make all the difference to their success in the marketplace;
This session walks through examples of good and bad online shopping sites by
highlighting the relevant visual design principles
|
|
LS6.3
|
Sensory Interfaces in User IxD
|
LS6.3 Role of Sensory Interfaces in IxD
Beyond
keyboard, mouse and touch, display and audio, the evolution of digital
products with multiple sensors such as location, motion and haptic interfaces
(touch), etc., are making dramatic transformation to User Experience and
application design; This session highlights recent advances in sensory
interfaces supported by various mobile devices and their operating systems;
Application of multi-sensory interfaces in the design of Virtual Reality (VR)
and Augmented Reality (AR) environments
|
|
CS6.0
|
|
CS6.0: As much
of today’s IxD activities revolves around visual communication, designing of
screens for either web or mobile should become an internalized skills for
Usability professionals; Let Students get a solid grounding on this by
illustrating various existing applications and mobile devices and the role
played by Usability Engineers coupled with advances in multi-sensory
Interface Technologies; Also, highlight the differences between designing for
the web and mobile screens (OS-specific apps) and technology/tools for easy
porting across devices with different form factors (Desktop, Mobile, Tablet,
and Smartwatch)
|
|
M7: Usability
Engineering—A Lifecycle view, Rapid Prototyping & Refinement
|
|||
LS7.1
|
Life-cycle view of Usability
Engineering
|
LS7.1
Usability Engineering --A Life-cycle view
Usability Engineering unlike the water-fall model of
Software Engineering is not a linear flow of activities from the beginning to
the end of the development life-cycle – It’s an iterative process with
continuous refinement through ethnographic studies and stakeholder
engagement; This session introduces the actual engineering process of
realizing Usable Designs starting from Design to Development to Testing
|
|
LS7.2
|
Design as an Iterative Process
|
LS7.2 Design—an Iterative Process
Empathy for
Users and their ethnographic study marks the beginning of the Design process
with Rapid Prototyping and field trials with Users in an iterative cycle of
Design-Test-Refine; This session walks through the typical Iterative Design
Process employed by Usability Engineers
|
|
CS7.0
|
|
CS7.0: Discuss
with Students how they develop traditional software products and what
‘Design’ (in the sense of Usability vis-Ã -vis Technical Design they are
familiar with) means to them and how they plan to include Usability in their
Development model; Draw parallels
between Agile Methods for Requirements Definition and Usability Engineering
and debate if Agile approach can be the right choice for Usability
Engineering; Let students discuss adopting this process for the design of an
ATM for rural population in India.
|
|
M8: Interface
Standards and Designing for Accessibility
|
|||
LS8.1
|
Interface Standards
|
LS8.1 User
Interface Standards
UI
Standards ensure consistency of behaviour across applications and devices;
This session explores the relevance of standards and their ‘impediment’ to
progress; Highlight the defacto standards set by Apple, Microsoft and Google
|
|
LS8.2
|
Internationalization &
Localization
|
LS8.3 Internationalization User Interfaces
The choice of
icons, colours and fonts is primarily dictated by local customs, culture and
language; This session drives the importance of universal conventions for
reducing users’ cognitive overhead when products are targeted for
international market as well as tailored to local customs, culture and
political sensitivities; Adoption of Unicode character-set for multiple
global languages
|
|
LS8.3
|
Designing for Accessibility
|
LS8.2 Designing for Accessibility (for Devyangs)
This session
considers issues related to Accessibility for Differently-abled persons (Devyangs) by defining relevant
Personas and Working sets; Laws governing Accessibility in different
countries; Walkthrough the W3C standard for Web Accessibility (WCAG 2.0);
Survey of existing national and international standards for mobile and Web
Accessibility
|
|
CS8.0
|
|
CS8.0: Debate the choice of Microsoft’s Windows vs
Apple’s iOS vs Google’s Android OS as de facto standard for UI; Discuss
evolution of mobile interfaces from feature phones to today’s smart phones;
Identify products and services in workplaces that demand Accessibility
|
|
M9: Usability
Testing and Assessments
|
|||
LS9.1
|
Usability Testing and
Assessment
|
LS9.1 Usability Testing and Assessments
Unlike
functionality testing in software products, testing of Usability is not to be
confined to the pre-release phase, and Usability test planning and test-case
design is integrated into the iterative Design process (~ TDD in Agile
Testing); This session examines various test strategies (manual, naïve-user,
in-field, automated) that are applicable for Usability testing; Beyond
quantitative testing, also highlighted various qualitative assessment of
Usability by mute observation, field surveys and questionnaire
|
|
CS9.0
|
|
CS 9.0: Discuss how modelling of users (Personas)
helps in Usability test planning, alpha-testing vs beta-testing; Deciding
when to release a product in the market; Handling post-release User
complaints (cite cases of global product recall and their repercussions on
company’s brand value, etc.)
|
|
M10: Technology in Interaction Design
|
|||
LS10.1
|
Technology in Interaction
Design
|
LS10.1 Application of Technology in IxD
Low-cost
sensors and emergence of Internet-of-Things (IoT) are contributing to
generation of enormous amounts of data for analysis and communication; This
session explores various new technologies of Speech Processing, Image
Recognition, Artificial Intelligence and Haptic Interfaces, etc. that are
taking HCI to new heights (Chatbots, Personal Assistants, VR/AR devices,
etc.)
|
|
CS10.0
|
|
CS10.0: Let Students identify new technologies
that are defining HDI in mobiles, desktops, home automation products,
automobiles, entertainment electronics, etc.; In the advent of increasing
complexity of digital products, discuss how the strategy of “Simplicity” and
“Minimalism” is positioning Apple as the Design Company—a role model for
Usability Engineers
|
|
###
Part B: Course Handout
Academic
Term
|
Second Semester 2017-2018
|
Course
Title
|
Usability Engineering
|
Course
No
|
SS ZG547
|
Lead
Instructor
|
|
Instructor(s)
|
|
Learning
Outcomes
LO1
|
Identify
the user interface design rules that are based on human psychology of
perception, learning, reasoning, remembrance and human cognition.
|
LO2
|
Apply
Goal directed design principles to create human-centred software interfaces.
|
LO3
|
Acquire
the knowledge of various research techniques to recognize user needs and
model them with the help of personas.
|
LO4
|
Associate
the standard patterns and principles to develop good design and test them.
|
LO5
|
Demonstrate
how to design a good user interface with a mock-up tool.
|
Course
Introduction & Motivation
In
the current digital economy where end-users are inundated with variety of
gadgets, appliances, multi-function always-on portable devices such as mobile
phones, tablets and smart-watches etc., Usability—the design of product with
focus on ease-of-use—assumes paramount importance over functionality. Thus,
Usability has become a dominant criteria for success in today’s crowded
marketplace. However, there is severe shortage of Usability Designers as these
skills unlike Technical skills are not embraced by the generic IT
professionals. Also the “Digital India” initiative by the Government of India
towards making all transactions in consumer and business space go digital is
adding impetus for design of user-friendly devices and mobile applications to
cater to all segments of diverse Indian population with multitude of languages,
cultures and different-abilities.
This
course--consisting of lectures, case-studies and demonstrations--aims to
introduce the science, art and engineering behind the design of user-friendly
interfaces for all kinds of digital products—from mobile phones and
smart-watches to microwave ovens and automobiles. Though it is the software
that implements the User Interface, the skills expected of Usability Engineer
(like Graphic Designers or Product Designers) are quite distinct from that of
traditional software engineer. This course is highly recommended for all
professionals engaged in the conceptual design and development of products and
services targeted for use by ordinary citizens. Contents of this course
include:
■ Introduction of
Usability Engineering as a professional discipline
■ Iterative Design
Process: Research-Ethnography-Rapid Prototyping
■ Designing for
the Web, Mobile, Consumer and Industrial Devices/Equipment
■ Universal Interfaces, Internalization, Localization and designing for Devyangs
Teaching Methodology (Flipped Learning Model)
The pedagogy for
this course is centred around flipped learning model in which the traditional
class-room instruction is replaced with recorded lectures to be watched at home
as per the student’s convenience and the erstwhile home-working or tutorials
become the focus of classroom contact sessions. In this model, in addition to
walking-through the topic-centric exercises and filling the gaps in student’s
comprehension, the contact sessions are also enriched with discussion on
organization-specific practices and case-problems experienced by typical
practising professionals in the industry.
A catalogue of
such case-problems (typical Design Challenges) with continuous update based on
inputs from collaborating organizations is maintained by the lead instructor.
In addition, problem-sets are made
available by the instructor as take-home exercises for student’s practice.
As part of
evaluation, 2-4 week long take-home
assignments or work on building prototypes of interest to individual
student organizations are provided and at the end of which students are
expected to prepare a report a detailed report or demonstrate the prototype or
make a presentation to the class.
Course Delivery
▪
There
are 12 Contact Sessions (of 1.5 - 2
hours each)--6 before mid-semester and 6 post-mid-semester over a period of 22
weeks with alternate weeks for home-watching of Recorded Lecture Sessions (LS)
▪
The
6th & 12th Contact Sessions are planned for review of topics
pre-mid-semester and pre-end-semester examinations
▪
The
students are expected to watch the prescribed recorded Lecture Sessions (LS) before
attending the above Contact Sessions
Instruction
Delivery (via Recorded Lecture Sessions)
o
Students
are expected to watch the pre-recorded digital content (below Lecture Sessions)
at their own pace before attending scheduled Contact Sessions (CS)
o
Minimum
of one Contact Session (topics listed under CSx.y) is to be planned for each
core module (M1…M10)
#
|
Title of the Module
|
LS Nos. (Recorded)
|
M1
|
Usability
Engineering: Introduction, Motivation and Definitions
|
LS1.1
|
M2
|
Designing for
Usability: Industrial Design, Form vs Function, Interaction Design
|
LS2.1, LS 2.2
|
M3
|
Usability
Design Principles: Design Heuristics, Gestalt Principles of Design
|
LS3.1, LS3.2
|
M4
|
Goal-Directed
Design: Modelling of Users, Personas, Scenarios
|
LS4.1,
LS4.2
|
M5
|
Usability
Design: Role of Metaphors, Idioms and Affordances
|
LS5.1,
LS5.2
|
M6
|
Visual
Interface Design: Web/Mobile Interfaces, Design of eCommerce sites
|
LS6.1, LS6.2,
LS6.3
|
M7
|
Usability
Engineering: A Lifecycle view, Rapid Prototyping & Refinement
|
LS7.1,
LS7.2
|
M8
|
Interface
Standards: Designing for Accessibility and Internationalization
|
LS8.1,
LS8.2, LS8.3
|
M9
|
Usability
Testing: and Assessments
|
LS9.1
|
M10
|
Technology in
Interaction Design: Augmented Intelligence (AI), Natural Language Processing
(NLP), and Chatbots/Personal Assistants
|
LS10.1
|
Contact Session
Plan
o
Each Module (M#) covers an independent topic and module may encompass
more than one Recorded Lecture Session (LS).
o
Contact Sessions (1.5 - 2hrs
each week) are scheduled alternate
weeks after the student watches all Recorded Lecture Sessions (LS) of
the specified Modules (listed below) during the previous week
o
In the flipped learning model, Contact Sessions are meant for
in-classroom discussions on cases, tutorials/exercises to be done by students
or responding to student’s questions/clarification--- may encompass more than
one Module/LS
o
Contact Session topics listed in course structure (numbered CSx.y) may cover several LS; and as per the pace of
instructor/students’ learning, the instructor may take up more than one CS
topic during each of the below sessions
Date
/ Week#
|
Contact
Session(CS)
|
Topics#
for CS
(by
Instructor)
|
Pre-CS
Preparation
(by Students)
|
|
1
|
CS1.0
|
T1(C1), M1
|
|
2
|
CS2.0
|
M2
|
|
3
|
CS3.0
|
M3
|
|
4
|
CS4.0
|
M4
|
|
5
|
CS5.0
|
M5
|
|
|
|
|
|
|
|
|
|
6
|
<Review before
MID-SEM >
|
Mid-Sem Syllabus
[M1→M5]
|
|
|
MID-SEM
|
Mid-Sem Syllabus
[M1→M5]
|
|
|
|
|
|
7
|
CS6.0
|
M6
|
|
8
|
CS7.0
|
M7, R4
|
|
9
|
CS8.0
|
M8, R5
|
|
10
|
CS9.0
|
M9
|
|
11
|
CS10.0
|
M10
|
|
|
|
|
|
|
|
|
|
12
|
<Review before
END-SEM>
|
Entire Syllabus
[M1→M10]
|
|
|
END-SEM
|
Entire Syllabus
[M1Ã M10]
|
#: In addition to the listed topics under
CSx.y, refer the attached list of topics for experiential learning, they can be
given as assignments to students or taken up for discussion in contact sessions
Experiential Learning Components (ELC) for
Work-Integrated Learning
The ELCs can be
used by the Instructor for discussion in the Contact Sessions or used by
Students as examples of self-study or given as Assignments/Design Projects by
Instructors. They could be in any of the following form:
▪
Assignment
Topics for Research/Self-Study and Presentation
▪
Case-problems
for Design
▪
Making
of Design Prototypes
A
set of typical case-problems/products for study/design are presented here for
students to apply their knowledge on “Design for Usability.” Relevant materials are provided to students
via shared folders.
[Instructors can
enrich this list by adding more cases/projects from their own experience or as
specified by the students’ organization]
#
|
ELC: Discussion/Assignment Topic/Case-study/Project
|
1
|
Walkthrough
websites of Good & Bad GUI
|
2
|
Analyze the
factors that contributed to the success of Nokia 3310 Feature phone which is
staging a comeback in 2017
|
3
|
Design
Aadhar-enabled PoS machine for enabling all digital transactions in rural
India
|
4
|
Discuss why
Apple is considered more as a Design Company than a Technology Leader
|
.
|
…
|
Assignment
Instructions (Representative, to be tailored to the actual
Assignment/Project):
Topic: Chose any ONE
product/service/software/facility/etc. that you got frustrated with (w.r.f
to Usability experience)
a) Describe the 'painful' experience
b) Analyze/Identify the Principle(s)
(Usability Hieurstic) overlooked/ignored in it design
c) Suggest a modified design
Suggested Reading Materials (attached): NNG Usability
Heuristics; Normal Design Principles; Making Considerate Software
(Note this is only suggested, students are free to browse
any paper/book/internet source on the topic for guidance on Usability).
Tools for
Prototyping/Wire-frame Modelling: The following are the
open-source/freeware tools or Demo versions students can download and use for
designing their mock-up GUI (screen prototypes of web/mobile interfaces)
1.
The 7 Best Prototyping Tools for UI and UX Designers in
2016
Assignments
▪
Each
student is given an individual assignment on any of the topics discussed in the
class; Assignment Topics are based on practical problems experienced or part of
work-items or tools used by collaborating organizations
▪
Assignments
are take-home and deadline-driven (typically of 2-4 weeks duration) announced
post Mid-semester examination
▪
Students
to spend at least 16 hours of work in study, research, building prototypes,
discussion and preparation of the model/report and presentation.
▪
As
part of deliverables for evaluation, the student is expected to demonstrate or
prepare a report and make a short-presentation in the class
Evaluation Scheme:
Legend: EC = Evaluation Component; AN =
After Noon Session; FN = Fore Noon Session
No
|
Name
|
Type
|
Duration
|
Weight
|
Day, Date, Session, Time
|
EC-1
|
Quiz-I
|
Online
|
-
|
5%
|
February 1 to 10,
2018
|
|
Quiz-II
|
Online
|
|
5%
|
March 1 to 10, 2018
|
|
Assignment-I
|
Online
|
|
15%
|
March 20 to 30,
2018
|
EC-2
|
Mid-Semester Test
|
Closed Book
|
2 hours
|
30%
|
04/03/2018 (AN) 2 PM – 4 PM
|
EC-3
|
Comprehensive Exam
|
Open Book
|
3 hours
|
45%
|
22/04/2018 (AN) 2 PM – 5 PM
|
Syllabus for Mid-Semester Test (Closed
Book): Topics in Sessions up until Mid-Sem exam
Syllabus for Comprehensive Exam (Open
Book): All topics
BITS-Pilani eLearn Site: All the
recorded Lecture Sessions (LS) are accessible via BITS-Pilani eLearn.site (http://elearn.bits-pilani.ac.in/user/) for all
registered students; All materials and communication regarding the course
(announcements, assignment submission, online quizzes, and Instructor
materials, Session Presentations, etc.) are provided on eLearn site only.
Communication Policy: Students are
expected to use Q/A and Discussion Forums in the above eLearn site for all
student-instructor communication; No personal emails or mobile calls to
instructors will be entertained; Issues related to site access and other
administrative issues to be directed to the specified WILP contacts on
BITS-Pilani website
Closed Book: No reference material of any kind will
be permitted inside the exam hall.
Open Book: Use of any
printed Text/Ref Books and hand-written material (notebooks) will be permitted
inside the exam hall. Loose sheets, Photocopies and Laser printouts of any
material will not be permitted. Computers of any kind will not be allowed
inside the exam hall. Use of calculators will be allowed in all exams. No
exchange of any material will be allowed.
Self-Study: It shall be the
responsibility of the individual student to be regular in maintaining the
self-study schedule (watching of Recorded Lectures before the scheduled contact
sessions) as given in the course handout.
Instructor-in-Charge
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