Semester 1: Introduction to User Interface Design
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Introduction and Overview
• Introductory Panel: UI Design and Why it Matters
• User Interface Hall of Fame / Shame
• Case Study #1: UI Disasters, including GPS fails
• Case Study #2: Corporate Value: Citibank ATM
• Edcent survey
• Case Study #4: International Children's Digital Li
• Case Study #5: Taxes and Tickets
• Case Study #6: AirBnB vs. CouchSurfing
• Discussion prompt: What do you hope to learn?
• Introductory Video
• Activity: Hall of Fame/Shame Interfaces
• Quiz: Intro to UI Design: Intro and Overview
UI Design Process
• Design Process Introduction
• Designing to Address a Problem w/o Solution Ideas
• Designing for a known solution direction
• Designing to iterate on/improve an existing solution
• Common Elements
• Usability Engineering and Task-Centered Approaches
• Use Cases, Personas, Tasks, and Scenarios
• Design-Centered Methods & When They Work Best
• Pulling it all Together: Best from Each; Practical
• Practical Techniques for someone who isn't a train
• Breakout Exercise: Meet and engage other students
• Assignment Video: Tasks and Scenarios
• Assignment: Sample Task and Scenario #1
• Assignment: Sample Task and Scenario #2
• Assignment: Sample Task and Scenario #3
• Task and Walkthrough Scenario Assignment
Psychology and human factors for UI Design
• Read Me First: About these two weeks
• Intro
• Fitts' Law
• Short- and long-term memory, attention
• Perception and visualization, hierarchy
• Mistakes, Errors, and Slips
• Conceptual models
• The Gulf of Execution and the Gulf of Evaluation
• Design Principles: Visibility, Feedback, Mappings,
• Interacting beyond individuals (social psychology)
• High-Level Models: Distributed Cognition, Activity
• Assignment Video: Interface Critiques
• Assignment Overview and Properties of a Good Criti
• Part 2: Worked Examples
• Part 3: Test your knowledge
• Peer-graded Assignment: Interface Critique
• Discussion forum: Your thoughts so far
Psychology and human factors --- continued
• Quiz: Shortcuts to Understanding Your Users
• Interview with Don Norman
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Semester 2: User Research and Design
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Week 1: Introduction
• From User Research to Design
• An Introduction to the Course
• Introduction to User Research
• Interview and Focus Groups
• Observations
• Contextual Inquiry
• Ethics and Consent
• Design a User Research Protocol
• Edcent survey
Week 2: User Research Methods - Prt 2
Log Analysis
• Surveys and Questionnaires
• Assignment Video: Observing Users
• Observation Assigment Overview
• Breakout Exercise: Meet and engage other students
• Quiz: Observation Review Practice
• Quiz: User Research Methods
Week 3: Analyzing and delivering user research
• Introduction: Translating User Research to Support
• Qualitative Analysis
• Quantitative Analysis
• Discussion prompt: What do you hope to learn?
• Personas I: What They Are; How They're Used
• Personas II: Walking Through Examples
• Use Cases
• Tasks and Walkthrough Scenarios
• Implications for Design
Week 4: Ideation and Idea Selection
• From Research to Ideas: Module Introduction
• Ideation
• Idea Selection
• Communicating Ideas to Stakeholders
• Assignment Video: Ideation and Selection
• Finale Quiz
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Semester 3: Prototyping and Design
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Introduction
• Introduction to Prototyping and Design
• Course Introduction
• Prototyping: What, Why, and How
• Low-Fidelity Prototyping
• Paper Prototype Example
• Wireframing and Tool-Based Prototyping
• Discussion prompt: What do you hope to learn?
• Wireframing and Tool-Based Prototyping
• Physical Low Fidelity Prototyping
• Tool Example #1 (Pop)
• Tool Example #2 (Balsamiq)
• Limits of Prototyping
• Paper Prototyping Assignment Video
• Quiz: Prototyping
Design Principles and Patterns
• Introduction to Design Principles & Patterns
• Layout
• Colour and Consistency
• Cultural Factors
• Interaction Design Patterns
• Direct Manipulation & User Control (Interview)
• Case Example: Google's Material Design
• Breakout Exercise: Meet and engage other students
• Case Example: Apple Human Interface Guidelines
• Design Critiques: Eliciting and Giving Feedback
• Quiz: Principles and Patterns
Universal Design, Accessibility Special Population
• Introduction to Universal Design
• Universal Design: Sensory Impairments
• Universal Design: Cognitive Impairments
• Universal Design: Physical Limitations
• Universal Design: Tools and Standards
• Edcent survey
• Design for Older Adults (Interview with Anne Marie
• Design for Children
• Design and Socioeconomic Differences
• Supporting Low-Literacy Self-Help (Interview)
• Quiz: Design, Accessibility, Special Population
Design for Different Platforms and Contexts
• Introduction to Platforms and Context
• Mobile UI Design
• Wearable
• Discussion forum: Your thoughts so far
• Automotive User Interfaces
• IoT & Physical Computing
• Quiz: Platforms and Contexts
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Semester 4: Evaluating User Interfaces
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Evaluation without Users (Part 1)
• Introduction to Evaluating User Interfaces
• Evaluating User Interfaces: An Introduction
• Evaluation without Users: Introduction
• Action Analysis: GOMS and Informal Action Analysis
• Discussion prompt: What do you hope to learn?
• Case Example: Action Analysis
• Assignment Video: Action Analysis Assignment
• Reading: Informal Action Analysis Assignment
• Cognitive Walkthroughs
Evaluation without Users (Part 2)
• Assignment Video: Cognitive Walkthrough Assignment
• Introduction to Heuristic Evaluation
• Nielsen's Heuristics (Part 1)
• Nielsen's Heuristics (Part 2)
• Edcent survey
• Nielsen's Heuristics (Part 3)
• Assignment Video: Heuristic Evaluation
• Wrap-up Lecture: Evaluation without Users
• Quiz: Evaluation without Users
Evaluation with Users (Part 1)
• Introduction to User Testing
• User Testing Goals: Formative and Summative Evaluation
• Usability Lab Tour
• Usability Lab Example 1 - User 1
• Usability Lab Example 1 - User 2
• Usability Lab Example 2 - User 1
• Usability Lab Example 2 - User 2
• Discussion forum
Evaluation with Users (Part 2)
• Ethics in User Evaluation
• Drafting a User Test Plan
• Field Study Case Example: ShareTable Deployment
• Eye-Tracking: Introduction and First Demonstration
• Eye-Tracking: Second Demonstration
• Eye-Tracking: Review
• Eye-Tracking: Discussion and Conclusion
• Field Studies, Alpha Releases, and A/B Tests
• Industry Practice: Massive A/B Testing
• Log Analysis in Evaluation
• Usability Goals and Measures
• Evaluating User Interfaces: Course Recap
• Quiz: Evaluation with Users
• Breakout Exercise: Meet and engage other students