Giuliana VITIELLO | INTERAZIONE UOMO MACCHINA E SVILUPPO DI APPLICAZIONI MOBILI
Giuliana VITIELLO INTERAZIONE UOMO MACCHINA E SVILUPPO DI APPLICAZIONI MOBILI
cod. 0323000028
INTERAZIONE UOMO MACCHINA E SVILUPPO DI APPLICAZIONI MOBILI
0323000028 | |
DIPARTIMENTO DI SCIENZE POLITICHE, SOCIALI E DELLA COMUNICAZIONE | |
LANGUAGE AND AUDIOVISUAL COMMUNICATION THEORY | |
2014/2015 |
OBBLIGATORIO | |
YEAR OF COURSE 1 | |
YEAR OF DIDACTIC SYSTEM 2011 | |
SECONDO SEMESTRE |
SSD | CFU | HOURS | ACTIVITY | |
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INF/01 | 9 | 60 | LESSONS |
Objectives | |
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KNOWLEDGE AND UNDERSTANDING: THE STUDENTS WILL LEARN ADVANCED CONCEPTS OF THE PROCESS OF DESIGN, USER REQUIREMENTS SPECIFICATION AND DEVELOPMENT OF INFORMATION SYSTEMS, WITH EMPHASIS PLACED ON USER-CENTERED DESIGN, DESIGN FOR USABILITY AND INTERACTION DESIGN. IN PARTICULAR, LEARNING THE USE OF METHODS AND TECHNIQUES OF ETHNOGRAPHIC SURVEY AIMING AT THE IDENTIFICATION OF USER REQUIREMENTS, THEY WILL UNDERSTAND THE ADVANTAGES OF AN ITERATIVE APPROACH TO USER-CENTERED DESIGN AND USABILITY ENGINEERING AND WILL LEARN TECHNIQUES, USEFUL BOTH IN THE DESIGN PHASE THAT IN THE PROCESS OF EVALUATION AND TESTING. ABILITY TO APPLY KNOWLEDGE AND UNDERSTANDING: FROM A PRACTICAL POINT OF VIEW, AT THE END OF THE COURSE, STUDENTS WILL BE ABLE TO DEVELOP USER-CENTERED SOFTWARE SYSTEMS, EVEN WITHIN COLLABORATIVE ENVIRONMENTS AND TO CHOOSE AMONG THE METHODOLOGIES AND PARADIGMS OF INTERACTION LEARNED, THOSE MOST SUITED TO THE USAGE CONTEXT TO WHICH A GIVEN SOFTWARE SYSTEM IS TARGETED. THEY WILL ALSO BE ABLE TO APPLY TECHNIQUES OF EMPIRICAL USABILITY ENGINEERING FOR THE EXPERIMENTAL EVALUATION OF THE PROTOTYPES DEVELOPED. JUDGEMENT: STUDENTS WILL BE GUIDED TO LEARN IN A CRITICAL AND RESPONSIBLE MANNER EVERYTHING THAT IS EXPLAINED TO THEM IN THE CLASSROOM AND TO ENRICH THEIR JUDGMENT THROUGH THE STUDY OF EDUCATIONAL MATERIALS SUPPLIED BY THE TEACHER. JUDGEMENT WILL BE REALIZED ALSO THROUGH THE TEAM WORK AND THE COMPARISON WITH OTHER MEMBERS OF THE PROJECT TEAM. COMMUNICATION SKILLS: EXPERIENCING THE USER CENTERED DESIGN PROCESS ON A CONCRETE CASE STUDY, WILL IMPROVE INDIVIDUAL STUDENTS’ ABILITY OF COLLABORATIVE PROBLEM SOLVING. COMMUNICATION SKILLS WILL MATERIALIZE IN FACT THROUGH THE ACQUISITION AND MASTERY OF MECHANISMS THAT CHARACTERIZE THE COMMUNICATION WITHIN THE GROUP PROJECTS, SUCH AS THE SHARING OF MODELS AND SOFTWARE DOCUMENTS WITH OTHER MEMBERS OF THE PROJECT TEAM, THE BRAINSTORMING ACTIVITIES CONDUCTED TO OUTLINE THE IDEAS OF THE PROJECT, REGULAR MEETINGS FOR PROJECT REVISION AND ORGANIZATION HYBRID STRATEGIES FOR TESTING AND USABILITY EVALUATION, WHICH REQUIRE AN APPROPRIATE DISTRIBUTION OF ROLES AND THE USE OF APPROPRIATE COMMUNICATION TOOLS. THE USER-CENTERED CHARACTER OF THE DEVELOPMENT PROCESS WILL ALSO FACILITATE THE ACQUISITION OF COMMUNICATION SKILLS AMONG ALL THE STAKEHOLDERS IDENTIFIED DURING THE ETHNOGRAPHIC SURVEY, ESPECIALLY THE END-USER OF THE SYSTEM, WHOSE FEEDBACK WILL BE ESSENTIAL DURING THE DIFFERENT PHASES OF DESIGN, DEVELOPMENT AND TESTING. LEARNING SKILLS: THE ITERATIVE NATURE OF METHODS OF ANALYSIS, DESIGN AND EVALUATION THAT STUDENTS WILL EXPERIENCE DURING THE COURSE, LENDS ITSELF WELL TO BOOST THEIR LEARNING ABILITY, ESPECIALLY ON THE BASIS OF REVISIONS, CHANGES OR REFINEMENTS, WHICH WILL BE NECESSARY DURING THE PROCESS OF EVOLUTIONARY PROTOTYPING. |
Prerequisites | |
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No special technical skills are required. Knowledge related to building web sites and multimedia applications as well as to object oriented programming is considered to be advantageous. |
Contents | |
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This course introduces the concepts and techniques of well-bedded human-machine interaction, illustrating their adoption in the various phases of user-centered development. The first part of the course is focused on the analysis and requirements gathering, the second part is devoted to design methods of interactive systems, and the third is dedicated to usability evaluation. • benefits of ''user-centered'' development of a software system and the fundamentals of usability engineering. • ethnographic studies and contextual inquiries as tools for understanding the context of use and the collection of user requirements. • Scenario-based approach to the design of iterative user-centered systems. • user-centered technologies to support the principle of universal design. • development of user-centered multimodal and multi-user systems in the domains of ubiquitous computing and collaboration through artifacts. Issues of usability engineering specifications for those systems. • empirical methods of usability evaluation. • usability engineering in practice: the role of usability specialists in the development team; standards of user interfaces; ethical issues that affect usability. |
Teaching Methods | |
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LESSONS WILL TAKE PLACE WITH THE HELP OF MULTIMEDIA PRESENTATIONS. ALL SUBJECTS WILL BE ACCOMPANIED BY PRACTICAL EXERCISES and SIGNIFICANT CASE STUDIES |
Verification of learning | |
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1. Presentation of a group project meant to verify the acquired practical capabilities; 2. Written test meant to verify the degree of theoretical knowledge the student has acquired. |
Texts | |
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MARY BETH ROSSON & JOHN M. CARROLL. “USABILITY ENGINEERING- SCENARIO-BASED DEVELOPMENT OF HUMAN-COMPUTER INTERACTION”, MORGAN KAUFMANN PUBLISHERS-ISBN: 978-1-55860-712-5. |
More Information | |
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CLASS ATTENDANCE IS ENCOURAGED. STUDENTS ARE SUPPOSED TO PROPERLY SCHEDULE THEIR INDIVIDUAL STUDY ACTIVITY. oN THE AVERAGE 2 HOUR OF STUDY is needed FOR EACH HOUR OF LESSON, IN ORDER TO BE READY TO PASS THE EXAM. |
BETA VERSION Data source ESSE3 [Ultima Sincronizzazione: 2016-09-30]