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Class Human-Machine Interaction

  • 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.

  • Code

    Code

    ULHT260-11047
  • 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.

  • 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.

  • 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. .

  • 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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