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CS3248 

DESIGN OF INTERACTIVE MEDIA
   2008/2009, Semester 2
   School of Computing (Computer Science)
Modular Credits: --
  Tags: --

Learning Outcomes

TopThis module provides students with a broad foundation in the design, production, and delivery of rich media content. Students will be equipped with the knowledge and skills required to engage in the design and creation of interactive digital media suitable for use in today's e-business, e-learning, and media production settings. In addition, we want to explore other interactive systems, such as mobile devices, robots, etc. Throughout the course, students will work in groups on a course project to apply user centered, iterative design of prototypes of computational tools. They will learn about their users, conceive, design, and evaluate a design.

Objectives:

  1. To introduce key issues in interactive media design and user interface design.
  2. To introduce some of the literature of these fields.
  3. To stress the importance of good user interface design, introduce basic principles whereby this may be accomplished, and give experience in trying to carry this out.
  4. To give concrete experience in:
    1. Conceiving of and designing novel computational media and interfaces
    2. Thinking deeply about user needs
    3. Thinking critically about user interfaces
    4. Building effective low fidelity prototypes of new computational media
    5. Working in multidisciplinary design teams
    6. Writing clear, understandable English descriptions of systems, interfaces, issues
    7. Verbalizing, articulating, and discussing concepts and issues.
    5. To prepare for further courses in related areas, and or real-world software, systems, new media, and user interface design.

Prerequisites

TopCS1101 or CS1101C or CS1101S or IT1002 or IF2206, at least one year of programming experience is preferred

Teaching Modes

TopLecture + tutorials + a few labs (see schedule for more detail)

Schedule

Top

Course Schedule

Note: These lecture topics and readings may change, please pay attention to announcements to get the latest schedule information.

Week 1   (Jan 15)

­    Introduction to this course and HCI

­    I1 Out

­    READINGS: Posted in work bin

­    NO TUTORIAL

Week 2   (Jan 22)

­    I1 Due (Jan 20)

­    User centered design; how to perform individual and group brainstorming.

­    READINGS: Posted in work bin

­    TUTORIAL: Discussion of I1, introduction to G1, group formation; Group processes

Week 3   (Jan 29)


  Field studies and user observation

  G1 Out, I2 Out, I3 Out

­    READINGS: To be provided

­    TUTORIAL: No Tutorial (Happy Chinese New Year!)

Week 4   (Feb 5)

­    G1 Due (Feb 8), G2 Out

­    Requirements analysis

­    READINGS: To be provided

­    TUTORIAL: Tour of research facilities

  Lab: Flash Lab 1

Week 5   (Feb 12)

­    Interface/interaction design and early stage prototyping and evaluation

­    READINGS: To be provided

  TUTORIAL: I2 Presentations

­

  Lab: Flash Lab 2

Week 6   (Feb 19)


­     Input Device 

­    READINGS: To be provided

­    TUTORIAL: I2 Presentations

Week 7   (Mar 5)

­    Heuristic evaluation. How to make a video using Adobe Premiere.

­

  I3 Due

­    READINGS: To be provided

­    TUTORIAL:I2 Presentations

Week 8   (Mar 12)

­    Graphics Design

­    READINGS: To be provided.

­    TUTORIAL: Heuristic evaluation example; G3 outline feedback

Week 9   (Mar 19)

­    G3 Due (Mar 17), G4 Out

­    Information Visualization 

­    READINGS: To be provided

­    TUTORIAL: I2 presentations

­    Lab: Adobe Premiere Workshop 1.

Week 10   (mar 26)

­    Research frontiers

­    READINGS: No readings

­    TUTORIAL: I2 presentations

­    Lab: Adobe Premiere Workshop 2

Week 11   (Apr 2)

­   Midterm Exam

­    READINGS: No readings

­    TUTORIAL: Midterm Exam Review + Final Project Feedback

Week 12   (Apr 9)

­     Audio Interaction (guest lecture by Dr. Wang Ye)

­    READINGS: No readings

­    TUTORIAL: Practice Final Presentations

Week 13   (Apr 16)

­    Final Project/Demo presentations

­    G4 Due (presentation due Apr 16; report, video, and code due Apr 19)

      TUTORIAL: Practice Final Presentations 

Syllabus

TopSee schedule

Assessment

Top

Assessment

Individual GRADES

1%       Week 2/before tutorial  Assignment I1 – Brainstorming (>= 2 ideas)

5%       Sign-Up    Assignment I2 - Oral Presentation of papers 


15%    Week 7/before tutorial  Assignment I3 - Flash interface design, evaluation, and short report

25%                       Midterm Exam

10%                       Participation

Note: up to 3% extra credit for participation in HCI related experiments. Students will receive 1% for participating in one (maximum three) experiment.

Group PROJECT GRADES

Each project team of 5 will conceive, design, prototype or video, and evaluate a novel interactive solution involving real world objects in the home or office environment for ordinary users such as your family members.

6%       Week 4/before tutorial  Assignment G1 – Group brainstorming, interviewing users, and proposing project idea       

Note: after G1 (before week 5), students need to decide the form of their final project, which can be either a video or a demo. All assignments follows will be adjusted accordingly based on the option you have chosen. To help you decide which option to choose from, the trade-offs of both options are listed below.

The benefit of video option is that no coding is required (could be ideal for groups with less technical background), and no final user study is needed in G4; however, it has a higher requirement on novelty (novelty here means that a concept, practice, scenario that has never appeared in the literature before) and requires a feasibility analysis in G3. The benefit of demo is that it has a lower requirement on novelty and no feasibility analysis is required in G3, but it requires a user study in the final report (G4). In summary, both options are about to be equivalent in difficulties, but in slightly different ways. We are looking for creativity, usefulness, feasibility, and story telling for the video option and usefulness, usability, and engineering efforts for the demo option.

10%       Week 6/before tutorial   Assignment G2 – Problem scenarios, literature review and analysis.

Video (novelty, usefulness, and feasibility)

Demo (usefulness and usability)

10%     Week 9/before tutorial      Assignment G3 -- Scenarios, paper prototype/wizard of oz evaluation, and feasibility analysis

8% -> Week 9/before tutorial       Assignment G3 -- Scenarios, paper prototype/wizard of oz evaluation

18%     Week 13/before tutorial       Assignment G4 --  Video and the final report (evaluation is not required)

20%     Week 13/before tutorial       Assignment G4 --  Demo and the final report (evaluation is required)

 

Notes

­    DUE DATES: If an assignment is due “in Tutorial” then it is due no later than 10 minutes past the tutorial start time, otherwise the assignment is late.

­    LATE ASSIGNMENTS: Late assignments are deducted 5% of total grade per calendar day, up to 8 days. Assignments more than 8 calendar days late will not be marked and receive 0%.

­    RE-MARKING: Students requesting re-marking of an assignment must submit detailed reasons in writing within 1 week after receiving the assignment.

­    WRITTEN WORK: Your ability to conceive of, design, and implement new computational tools and new user interfaces that truly meet the needs of a class of users depends critically upon your ability to communicate with these users. This requires effective writing and speaking skills. Assignments G1, G2, G3 include substantial written work (one report per project group per assignment.) Structure and organization, spelling, grammar, word usage, and document appearance will count for roughly 10% of your grade on the written work. If reports are not in satisfactory English prose, they will be returned for rewriting. If you need help, please consult your college writing lab.

­    CLASS PARTICIPATION. Class participation is important in this course. 10% of your grade will be determined by your participation at Lectures, Tutorials, and Group work.

      ACADEMIC HONESTY Students should become familiar with the rules governing academic offences.

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