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Syllabus Course: Instructor: Contact: Class Day and Time: Location


(as of 5-01-05) ATEC 3363.501 Basic Interaction Design Chip Wood 469-544-3085 Summer Semester 2005/Wednesdays 6:00 – 10:00pm HRA 1.104

Learning Outcomes Understand the history and trajectory of Interaction Design as a professional discipline Understand basics of analogue & digital interaction Demonstrate a basic understanding in the following: • • • • • • Interaction research methods Analysis and interaction definition, i.e., user requirements Concept visualization (Design) & review Design refinement & prototyping Usability testing Organize information & make a compelling visual/experiential presentation

Course Description This class is a basic course in Interaction Design, which has been designed to give students an overview of current interaction development process and methods, and discussions regarding Interaction Design’s importance to the advancement of technology usage, entertainment, and impact on culture and society. Course Requirements • Attendance to all classes is important, especially during teamwork sessions • All assignments need to be completed on time and in a professional manner & retained in an active personal reference file or notebook • All students need to participate individually and as a contributing member of a team • In addition to the assignments below there will be other helpful handouts and Internet sites to study for reference Grading Procedure Because this course’s emphasis will be on providing the student with an awareness and understanding of basic Interaction Design methods and practices through experience, it is very important that students participate individually and as a member of a small team to insure that everyone has a successful leaning experience. Therefore, students will be evaluated on attendance, participation in class and team assignments, and the quality and quantity of work completed from week to week, leading to the final team presentations. Assignments will be discussed throughout the course, with specific requirements spelled out each week. Classroom Conduct • Students are to focus their attention on the subjects at hand in the classroom, i.e., lectures, presentations, discussions, and teamwork sessions and set aside all other activities. • All open communication (talking) should be relevant to the subject at hand and have value to the class as a whole. • Competitiveness between students and teams will be friendly and encouraging at all times. • All other rules of behavior will be discussed and agreed to by the class on the first day.

Academic Ethics Any form of disruptive behavior or scholastic dishonesty, such as plagiarism, cheating, or copying other’s work will not be tolerated and may result in loss of credit. Drop Procedures If you are unable to complete this course, you should withdraw from it. Withdrawing from a course is a formal procedure, with a specific published deadline, which you must initiate. The instructor cannot do it for you. You must do this through the Registrar’s Office. Course Schedule & Outline 5/18 Class #1: Introductions, syllabus, overview, expectations, supplies Lecture/Discussion: Overview & Context of Interaction Design Assignment #1a: Finish 9 URLs exercise & email to instructor Assignment #1b: Read Shedroff paper & email three points to instructor Class #2: Lecture/Discussion – Interaction Design Principals & User Experience Assignment #2a: Select Dynamic/Experiential URL & email justification to instructor Assignment #2b: Read Sanders paper & email three points to instructor Class #3: Lecture/Discussion – Interaction Design Method – Part 1 & Part 2 Assignment #3: Select URL to reduce & email choice to instructor for approval Class #4: Simple One Week GUI Project #1 Lecture: Prototyping Technique & Graphics Design Principals Review Assignment #4: Prototype three GUI screens to share with class Class #5: Class Sharing/Discussion – Review GUI prototypes; what did you learn? Project #2 – Team Assignments plus Review Brief & Schedule Assignment #5: Research User Needs & Establish Requirements (see project brief) Class #6: Teamwork Session – Review Research Data & Consensus on Needs List Assignment #6: Develop GUI Hypothesis & Rough Solution Concepts (see project brief) Class #7: Teamwork Session – Review Concepts & Decide on Testing Procedure Assignment #7: Prototype Concepts & Test for Usability (see project brief) Class #8: Teamwork Session – Review Test Results & Select Final Design Direction Assignment #8: Refine Final GUI Design (see project brief) Class #9: Teamwork Session – Prepare for Final Exam Team Presentation Assignment #9: Show progress & work your plan (see project brief) Class #10: Teamwork Session – Finish Preparations for Final Team Presentation Assignment #10: Hand in individual notebooks for examination by instructor during class and work plan to complete presentation (see project brief) Class #11: Final Exam - will consist of two parts (see project brief for details): • A printed or digital copy (CDR) of Project Report (one copy for each team member and the instructor – see project brief for details) • A Team Presentation (all team members must participate)


6/01 6/08


6/22 6/29 7/06 7/13 7/20


Grading Scale A B C D F

91-100 81-90 71-80 61-70 00-60

Excellent Above Average Average Poor Failing

Grading Weights 50 Points Assignments (10 at 5 points each) 20 Points Two Individual Notebooks (10 points for personal notes & sketches in EmptyBook, & 5 points for quantity of collection of secondary information—like class handouts, & 5 points for overall good organization) 30 Points Final Team Report & Presentation • 10 points for unique idea (utility) • 5 points for aesthetic ‘look and feel’ • 5 points for research to back up idea • 5 points for overall quality of presentation • 5 points for total team participation 5 Points Extra Credit for identifying emerging interaction need (ex: portable podcasting) 5 Points Extra Credit for selection of book & one page description of why it’s valuable Attendance & Tardy Policy – Attendance is mandatory. Lack of attendance will affect your grade because absences will also degrade the work of the project teams. Coming to class late or leaving early will also be counted as absences without prior approval from the instructor and your team. Excessive absences can result in grade penalty or even failure of the course; three unexcused absences will result in an adjustment in the final grade down by one level (ex. ‘A’ down to a ‘B’).