Computer Science › Specialization

Track E: Human Computing

0 of 18
  1. Human Perception and Cognition for Interface Design

    Attention, memory limits, and Gestalt grouping, and what they imply for layout, feedback, and how much an interface may ask a person to remember.

    Read →6 sections12 min
  2. Mental Models and the Gulfs of Execution and Evaluation

    Mental models and the gulfs of execution and evaluation, with affordances, signifiers, mapping, and feedback as the tools that close them.

    Read →6 sections13 min
  3. Fitts's Law and Hick's Law

    Two predictive models: Fitts's law for pointing time and Hick's law for choice time, with worked calculations on real target sizes and menus, and where each one stops applying.

    Read →6 sections13 min
  4. Usability and Its Definition (ISO 9241-11)

    The ISO 9241-11 definition of usability: effectiveness, efficiency, and satisfaction for specified users, goals, and context, and how that makes usability measurable.

    Read →6 sections12 min
  5. Nielsen's Ten Heuristics and Heuristic Evaluation

    Nielsen's ten heuristics and how to run a heuristic evaluation, including severity ratings and how many evaluators it takes.

    Read →6 sections12 min
  6. Usability Testing and the System Usability Scale

    Planning a usability test, think-aloud, task success and time, and scoring the System Usability Scale correctly.

    Read →6 sections13 min
  7. User Research: Interviews, Personas, Task Analysis

    Interviews and contextual inquiry, personas grounded in evidence instead of invention, and hierarchical task analysis.

    Read →6 sections13 min
  8. Prototyping Fidelity: Sketch, Wireframe, Mockup, Prototype

    Sketch, wireframe, mockup, and prototype: the question each fidelity answers and the cost of testing at the wrong one.

    Read →6 sections12 min
  9. Navigation, Menus, Windows, and Information Architecture

    Navigation patterns, menus, windows and dialogs, and the information architecture methods behind them, such as card sorting and tree testing.

    Read →6 sections13 min
  10. Forms and Input Design

    Labels, input types, defaults, validation timing, and error messages, for forms people actually finish.

    Read →6 sections13 min
  11. Color, Typography, and Icons

    Color contrast and color vision, typographic hierarchy and legibility, and when an icon needs a label.

    Read →6 sections13 min
  12. Semiotic Engineering: Communicability and the Designer's Message

    Semiotic engineering: the interface as a message from designer to user, and the communicability evaluation method with its breakdown tags.

    Read →6 sections13 min
  13. Accessibility and WCAG

    WCAG's four principles and conformance levels, semantic markup, keyboard access, and testing with assistive technology, against the current published version of the standard.

    Read →6 sections13 min
  14. Internationalization and Localization

    Internationalization versus localization, text expansion, right-to-left layout, and date, number, and plural rules through Unicode CLDR and ICU.

    Read →6 sections12 min
  15. Ubiquitous Computing and Post-WIMP Interaction

    Weiser's vision of ubiquitous computing and post-WIMP interaction through touch, voice, gesture, and context awareness, with what held up and what did not.

    Read →6 sections13 min
  16. Visual Encoding and Perception in Data Visualization

    Cleveland and McGill's ranking of perceptual encodings, preattentive features, and choosing a chart by the comparison it has to support.

    Read →6 sections13 min
  17. Capstone: Evaluating a Real Interface End to End

    One real interface evaluated across the whole discipline: task analysis, heuristic evaluation, a small usability test scored with SUS, a WCAG check, and a prioritized list of findings.

    Read →6 sections12 min

Track E: Human Computing

Part of the Computer Science curriculum.

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1

What HCI Studies: Users, Tasks, and Context

HCI as a discipline: users, tasks, and context of use, why the interface is the system from the user's point of view, and how this differs from visual design alone.

2

Human Perception and Cognition for Interface Design

Attention, memory limits, and Gestalt grouping, and what they imply for layout, feedback, and how much an interface may ask a person to remember.

3

Mental Models and the Gulfs of Execution and Evaluation

Mental models and the gulfs of execution and evaluation, with affordances, signifiers, mapping, and feedback as the tools that close them.

4

Fitts's Law and Hick's Law

Two predictive models: Fitts's law for pointing time and Hick's law for choice time, with worked calculations on real target sizes and menus, and where each one stops applying.

5

Usability and Its Definition (ISO 9241-11)

The ISO 9241-11 definition of usability: effectiveness, efficiency, and satisfaction for specified users, goals, and context, and how that makes usability measurable.

6

Nielsen's Ten Heuristics and Heuristic Evaluation

Nielsen's ten heuristics and how to run a heuristic evaluation, including severity ratings and how many evaluators it takes.

7

Usability Testing and the System Usability Scale

Planning a usability test, think-aloud, task success and time, and scoring the System Usability Scale correctly.

8

User Research: Interviews, Personas, Task Analysis

Interviews and contextual inquiry, personas grounded in evidence instead of invention, and hierarchical task analysis.

9

Prototyping Fidelity: Sketch, Wireframe, Mockup, Prototype

Sketch, wireframe, mockup, and prototype: the question each fidelity answers and the cost of testing at the wrong one.

10

Navigation, Menus, Windows, and Information Architecture

Navigation patterns, menus, windows and dialogs, and the information architecture methods behind them, such as card sorting and tree testing.

11

Forms and Input Design

Labels, input types, defaults, validation timing, and error messages, for forms people actually finish.

12

Color, Typography, and Icons

Color contrast and color vision, typographic hierarchy and legibility, and when an icon needs a label.

13

Semiotic Engineering: Communicability and the Designer's Message

Semiotic engineering: the interface as a message from designer to user, and the communicability evaluation method with its breakdown tags.

14

Accessibility and WCAG

WCAG's four principles and conformance levels, semantic markup, keyboard access, and testing with assistive technology, against the current published version of the standard.

15

Internationalization and Localization

Internationalization versus localization, text expansion, right-to-left layout, and date, number, and plural rules through Unicode CLDR and ICU.

16

Ubiquitous Computing and Post-WIMP Interaction

Weiser's vision of ubiquitous computing and post-WIMP interaction through touch, voice, gesture, and context awareness, with what held up and what did not.

17

Visual Encoding and Perception in Data Visualization

Cleveland and McGill's ranking of perceptual encodings, preattentive features, and choosing a chart by the comparison it has to support.

18

Capstone: Evaluating a Real Interface End to End

One real interface evaluated across the whole discipline: task analysis, heuristic evaluation, a small usability test scored with SUS, a WCAG check, and a prioritized list of findings.