Giuliana VITIELLO | HUMAN MACHINE INTERACTION AND SOFTWARE USABILITY
Giuliana VITIELLO HUMAN MACHINE INTERACTION AND SOFTWARE USABILITY
cod. 0522500013
HUMAN MACHINE INTERACTION AND SOFTWARE USABILITY
0522500013 | |
DIPARTIMENTO DI INFORMATICA | |
COMPUTER SCIENCE | |
2015/2016 |
YEAR OF COURSE 1 | |
YEAR OF DIDACTIC SYSTEM 2015 | |
PRIMO SEMESTRE |
SSD | CFU | HOURS | ACTIVITY | |
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INF/01 | 9 | 72 | LESSONS |
Objectives | |
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STUDENTS WILL ACQUIRE ADVANCED CONCEPTS RELATED TO THE PHASES OF USABILITY ENGINEERIGN PROCESS, FROM USER REQUIREMENTS SPECIFICATION TO DESIGN, DEVELOPMENT AND TESTING. |
Prerequisites | |
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KNOWLEDGE AND UNDERSTANDING: THE STUDENTS WILL LEARN ADVANCED CONCEPTS OF THE PROCESS OF DESIGN AND DEVELOPMENT OF USER-CENTERED SOFTWARE SYSTEMS. 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. |
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; • UNIVERSAL DESIGN AND ACCESSIBILITY. |
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. IMPLEMENTATION OF A PROJECT AND DISCUSSION GROUP TO DETERMINE THE PRACTICAL SKILLS ACQUIRED; 2. WRITTEN TEST FOR DETERMINING THE THEORETICAL KNOWLEDGE 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 DEBORAH J. MAYHEW, THE USABILITY ENGINEERING LIFECYCLE: A PRACTITIONER'S HANDBOOK FOR USER INTERFACE DESIGN, MORGAN KAUFMANN PUBLISHERS INC. SAN FRANCISCO, CA, USA, 1999, ISBN:1-55860-561-4 |
More Information | |
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STUDENTS ARE STRONGLY RECOMMENDED TO ATTEND THE COURSE AND DO THE PERIODICAL HOMEWORK ASSIGNED TO THEM. |
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