Dr. Jill Drury
University of Massachusetts Lowell, Olsen Hall Room 403, Mondays from 5:30 - 8:30 p.m.
Syllabus
1:Overview, require- ments, & prototypes
2: Heuristic evaluation
Assistive robotics heuristics report
3: Cognitive Walkthrough + GOMS
Cognitive Walkthrough forms
4: Human-Robot Interaction (Prof. Yanco)
5: GOMS part 2 + intro to usability testing
NGOMSL Guide
6: Designing experiments and usability testing
Article on empathizing with users
7a: Analyzing usability test results
7b: Midterm review
Sample usability test materials
8: Self-reported metrics
9: Remote usability testing and ethnography
Tullis: remote vs. lab usability testing
10: Coding video and cost-justifying usability
Web-based applications - Matt
Game playability - Efe
Mobile devices (Cost219ter heuristics) - Andrew
Mobile devices (Bertini heuristics) - Elad
Cognitively engineered systems - Christine
10 December
Mobile games - Merve
Large screen displays - Neal
Networked Multi-player games - Sean
Psychological usability - Jing
We'll work in three groups of three this semester:
- Elad, Efe, and Matt
- Christine, Andrew, and Jing
- Sean, Merve, and Neal
I'll place each lecture under "course materials" by midnight on the Sunday before class. If we change the syllabus during the semester, the most up-to-date version will always be here. I'll also place reminders here, such as when we have a Wednesday class meeting.
This course is a graduate-level introduction to methods used to evaluate the design of human-computer interaction. Participants will acquire a basic set of skills and techniques for assessing the effectiveness of interface designs, and will understand how evaluation fits into computer products’ lifecycles. Further, students will practice skills in critically assessing the literature of HCI evaluation.
Go to Jill Drury's list of courses
Go to Jill Drury's home page
This page current as of 15 November 2012