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Presentation
Presentation
The main objective of the Human-Machine Interaction discipline is to provide students with methodological, design, communication and human factors skills, which allow them to design products and services with and for people. In an increasingly digital world, the inclusion of all people/citizens is mandatory. The humanization of Technology is more than a good User experience. In practice, and applying theoretical knowledge to projects, students should be able to create artefacts (in information technologies) that improve the way people work, communicate and interact in an inclusive society.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 5
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Year | Nature | Language
Year | Nature | Language
3 | Mandatory | Português
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Code
Code
ULHT12-11047
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
What is Interaction Design? Understand and conceptualize the interaction. The impact of Activity Theory. Design with accessibility in mind. Principles for inclusion. The contributions of cognitive psychology in the study of human-machine interaction. Human perception and cognitive functions that influence user performance and satisfaction. Development and Evaluation of Initial Prototypes. Types of user experience studies throughout the project life cycle. Critical analysis of the study results for improvements to the prototype.
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Objectives
Objectives
To acquire skills in Interaction Design and Inclusive Design. To understand how human perception and cognitive function influence the Human-Computer Interaction. To understand that different user interfaces correspond to different interactions. To understand the impact of heterogeneous audiences and cultural factors on application design. To learn design methodologies that facilitate the design of satisfactory experiences for the user. To create high fidelity prototypes To learn how to plan, design and carry out usability evaluation studies throughout the software development cycle. To know how to treat and analyze data, as well as present results succinctly in scientific poster format. To apply the acquired skills to the development of information systems and to the transversal project among IHM and Mobile computation UCs.
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Teaching methodologies and assessment
Teaching methodologies and assessment
The methodologies used can be considered project-based learning, and/or experiential learning in which various skills are acquired through research/exploration, implementation and critical analysis of what has been achieved. .
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References
References
Norman, D. (2003). Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books. Kindle Edition. Davis, G. (2004). Characteristics of attention and visual short-term memory: implications for visual interface design. Philosophical Transactions of a Royal Society: Mathematical Physical Engineering Sciences, 362(1825). https://doi.org/10.1098/rsta.2004.1462 Gilbert, R. (2019). Inclusive Design for a Digital World: Design with Accessibility in Mind. Apress. Preece, J. Rogers, Y., & Sharp, H. (2015). Interaction design - Beyond human computer interaction (4th ed). Chichester: John Wiley & Sons. World Wide Web Consortium. (2021). Accessibility Guidelines (WCAG) 3.0. W3C. https://www.w3.org/TR/wcag-3.0/#about-wcag-3-0
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Office Hours
Office Hours
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Mobility
Mobility
No