Human-Computer Interaction for Mobile Application Design 2020/2021

Ben Gurion University
364–1–1201

University of Primorska
Human-Computer Interaction

This class introduces the fundamental human-computer interaction methods for the design, implementation, and evaluation of mobile user interfaces and mobile apps. The emphasis is on user-centered design, human abilities, design thinking, and prototyping tools to create rich user experiences. Stepping away from the traditional stand-and-teach lecture style, this course focuses on prototyping techniques for Human-Computer Interaction from the theory to hands-on work. In this course, you will learn how to design technologies that people will enjoy!

This class is international! The students will learn from the teaching staff at BGU and the UP. Students will work together in mixed teams with students from both countries.

This will be a unique opportunity to meet others with similar interests, learn about a new culture, and make new friends!

PROJECTS

Bi-national teams of students will participate in three projects throughout the semester. For each project, the teams will design and build a prototype around a set of needs. The teams are tasked with deliverables throughout the semester. The final project will give the team an opportunity to take one of the projects towards a functional proof-of-concept that is presented in slides, posters, and demos at the Project Fair in front of international jury.

PROJECT NO. 1 - Bringing People Together

The goal of this assignment is to learn how to use first low-fi prototyping in the early stages of UI design and then medium-fidelity prototype using an interactive user interface design tool.

You will first sketch different design realizations that will implement your idea. You will then select the best of these realizations to test further. You will build a low-fi prototype of this best design and then perform a usability test. You will incorporate the results of the test into design changes and use interactive tools to build a medium-fidelity prototype of the improved design.

Group name
Project name
Presentation
4 musketeers
Bike buddy
Bad interface
CineMates
BGU meet UP
Events
Coffee bean
CB health
FC Maccabi Famnit-BGU
Topicon
Hiking musicians
Togertherex
Milow Team
Dogether
TeddyBears United
Bringing People Together
The Balkan travelers
Ride sharing
The Hitchhikers
Vangout App
The huskies
Let’s cook! App
The southers Iris
LOCALS
UPFromTheSea
Cook together

 

PROJECT NO. 2 - Fear Of Missing Out

In this design sprint, you will design a Gamified App to help people with FOMO. Your task is to design a Game that can help people reduce or overcome the FOMO. The goal of this assignment is to first sketch a storyline using paper prototypes (as is common in the early stage of the UI design), to then define an application flow that will be used as game logic, and finally develop a mobile game prototype using a code-free mobile game development tool. You will first sketch different storylines that will implement your idea. You will then select the best of these designs to help you define an application flow. Finally, you will develop a mobile game prototype which follows the chosen application flow as game logic. You will then test your app with participants.

Group name
Project name
Presentation
4 musketeers
Illusion
Bad interface
Fear Of Missing Out
BGU meet UP
Fomo healer
Coffee bean
headsUp
FC Maccabi Famnit-BGU
FomoVerse
Hiking musicians
Slide Master
Milow Team
FOMO - YOBO
TeddyBears United
PARTY SLAPPING Covid-19 edition
The Balkan travelers
Sales
The Hitchhikers
RoomEs
The huskies
FOOD FOMO
The southers Iris
Bus Dust
UPFromTheSea
Escape the FOMO
PROJECT TYPE NO. 3 - Behaviour change

The goal of this assignment is to find a suitable area where you would like people to change their behaviour and through design steps that we discussed several times during the lectures bring this idea from low-fid paper prototyping, evaluating and mid-fid prototype presentation. Think of how powerful stories can change users’ perception about the selected area similar to how stories are used in a variety of fields such as advertising, education and health.

Group name
Project name
Presentation
4 musketeers
Responsible driver
Bad interface
Changing Behaviour
BGU meet UP
How you doin
Coffee bean
The Comeback
FC Maccabi Famnit-BGU
Renewable energy
Hiking musicians
Reuse It
Milow Team
Life of Lola
TeddyBears United
Colonize Mars
The Balkan travelers
Peer pressure
The Hitchhikers
Pickapp
The huskies
Behaviour change
The southers Iris
How's my driving
UPFromTheSea
Behaviour Change


TIMETABLE

Please note the dates as attendance is mandatory and graded! The classes run from 1pm to 7pm CET and from 2p to 8pm Israel time. Students are expected to watch the videos before coming to class.

DATE TOPICS SLIDES VIDEOS READING ASSIGNMENT
OUT
ASSIGNMENT
IN
Pre class Pre-class preparations Link to slides 0.1. Definition
0.2. History of HCI
04/03 Need Finding Ideation and Conceptualization 1.1. Iterative process
1.2. Introduction to Prototyping
1.3. Design Discovery
Project 1 None
11/03 Ideation and Design Exploration 2.1. Ideation: Brainstorming
2.2. Tasks and Task Flow
2.3. Sketching and Storyboarding
2.4. Rapid Prototyping
None None
08/04 Prototyping and Evaluating 3.1. Evaluating paper prototypes
3.2. Cognitive walkthrough
3.3. Usability testing
3.4. Wireframe prototype
Project 2 Project 1
22/04 Concept and Interaction 4.1. Conceptual model
4.2. Interface metaphors
4.3. Wizard of Oz
Project 3 Project 2
20/05 Human Abilities 5.1. Human abilities and cognitive processes
5.2. Affordances
5.3. Interface Design
None Project 3
03/06 Project Expo Final Project

Note: There might be changes in the topics and / or timing of the lectures.
Team projects will be conducted both in class and as part of the assignments.

TEACHING STAFF

Lecturers

Dr. Jessica Cauchard
-

Ben Gurion University
of the Negev

jessicacauchard.com

Dr. Matjaž Kljun
-

University of Primorska

pim.famnit.upr.si

Teaching Assistants

Lee Juliette Yamin
-

Ben Gurion University
of the Negev

Cuauhtli Mijangos Campos
-

University of Primorska

LOGISTICS

Grading structure

Component Weight
Group Project
(group grade)
You will develop skills in designing and prototyping mobile applications. This is an on-going effort throughout the entire course across three assignments. Teamwork is key to this course and projects will be presented in class at various stages for the benefit and learning of all teams. This grade is divided in three assignments: 10% each 30
Final Project (group grade) You will choose your best project and present it as a final project. 10
Project Contribution (Individual) Individual contribution to the group project (peer graded by the other group members). 20
Presentation (Individual) Final presentation (individual grade) 20
Quiz (Individual) There will be two in-class quizzes, each accounting for 5% of the final grade. 10
Class participation (Individual) You are expected to attend and participate in class. This will account for your final grade. 10
Total 100
Late policy: no lates on group assignments.

There is no final exam and no “Pass” requirement regarding the final exam.

The grades will be awarded as: excellent, very good, good, satisfactory, passing, or failed and will be converted to the Israeli or Slovenian system accordingly.

Assignments

Students will complete most of their work in teams. There are 3 group projects, each including presentations and write-ups. There will also be a final project including a pitch-slide, a poster, and a final presentation in front of a jury composed of international experts. Additionally, there are 2 quizzes and individual contributions grade.

RESOURCES

Online Tools: Links and Tutorials

Prototyping

Axure www.axure.com/edu

Balsamic www.balsamic.com

Brainstorming

Miro www.miro.com

Multimedia

Vector graphics Inkscape inkscape.org

Bitmap editor Gimp www.gimp.org

Video editor kdenlive kdenlive.org

Video editor OpenShot www.openshot.org

Audio editor Audacity www.audacityteam.org

Course textbooks

  1. Norman, D. (2013). The design of everyday things: Revised and expanded edition. Constellation.
  2. Dix A., Finlay J., Abowd G.D., Beale R.: Human Computer Interaction, Third Edition, Prentice Hall, 2003.
  3. Rogers Y., Sharp H., Preece J.: Interaction Design: Beyond Human-Computer Interaction, 3rd Edition. John Wiley & Sons, 2011.
  4. Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2016). Designing the user interface: strategies for effective human-computer interaction. 6th Edition. Pearson.

This course is part of the WILLIAM Erasmus+ Capacity Building Initiative for Internationalization at
Home
and co-funded by the EU Commission. We thank the WILLIAM program for giving us the
opportunity to run this course.