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Eindhoven University of Technology
Department of Industrial Design
User System Interaction Program
Understanding People
Cognitive Psychology for USI's
Multimodal Perception
Persuasion and Trust
Cognitive Psychology for USI's
 User experience, usability
 Human information processing, cognition and emotion in
information processing
 Learning, mapping, affordance, constraints
 Perception and attention
 Situational awareness
 Display principles
 Mental models
 Multitasking, mental load
 Process control, automation
 User experiences (Technology Acceptance Model)
 Questionnaires
Multimodal Perception
 Psychophysics
 Attention sharing between modalities
 Ventriloquism
 Psychological science can improve diagnostic
decisions (Swets et al.)
 Applications
Persuasion and Trust
 Persuasion, influence, and behavioral change
 Behavioral change theories
 Persuasive technology and persuasion profiles
 Applications of persuasive technologies
Research Methodology
Research Methods
Qualitative Research Methods
Observation Studies and Non-verbal Behavior
Non Parametric and Parametric Statistics
Research Methods
 Social science and user research
methodologies
 Questionnaire design
 Methodology: some key concepts
Qualitative Research Methods
 Introduction to qualitative research
 Qualitative data collection
 Qualitative data analysis: a simple and
practical approach for designers
 UX Laddering
Observation Studies and Non-Verbal
Behavior
 Measuring behavior
 Judgment Study
 Coding schemes
Non Parametric and Parametric
Statistics
 Measurement
 Statistical terminology
 The use of nonparametric statistics
 The single sample case
 The single sample test with two measures
 Two independent samples
 The case of k related samples
 The case of k independent samples
 Correlation and regression analysis
 Student t test
 Analysis of variance
Design Methodology
User Centered Design Methodology
Usability Testing Methodology
Video Prototyping
Task Analysis
Game Design
Mobile Apps and Services
User Centered Design Methodology
 What is user interface design (real world examples)
 DOET: good and bad interfaces
 User centered design (the process)
 User research (why and how)
 User research methods
 From requirements to design
 Exploring the design space (methods and techniques)
 Design alternatives
 Introduction to prototyping
 Low‐fi and hi‐fi prototyping
 Tools for prototyping
 The process of evaluation
 Techniques for evaluating different types of prototypes
Usability Testing Methodology
 Usability and guidelines
 Heuristic evaluation
 Thinking Aloud
 Meta-evaluation
Video Prototyping
 Video in design fieldwork
 Video prototyping methodology
 Contextual video interview
 Video brainstorm
Task Analysis
 Task analysis as part of UCD
 Task analysis concepts
 Modeling a “current” task world
 Collecting task knowledge
 Task analysis viewpoints
 Task domain representations
 EUTERPE
 Ontology
 Task Model 1 - Issues from the model
 Requirements from Client of design
 Needs / ideas from any stakeholder or current agents
 Envisioning future task world – Task Model 2
Game Design
 Basics
– What is a game?
– Defining game, play, types of
games ...
– History of video games
– Game industry and basic game
concepts
– Who play‘s when and why?
– Some basic concepts, definitions
and notions
 Creating a Game
– Storytelling
– Character: creating identity
– Gameplay: creating the experience
– Levels: creating the World
– Interface: creating the connection
– Audio: creating the atmosphere
 Game Development
– Developing a game: companies,
team members and their
responsibilities
– Game development tools
– Game development stages
– Game development methods and
processes
– Documents in game development
 Evaluating Games
– Game testing
– Evaluating usability
– Evaluating user experience and
emotions
Mobile Apps and Services Design
 Understanding the mobile user experience
 Design the mobile user experience
 Lo-fi prototyping of mobile apps and services
 Hi-fi prototyping of mobile apps and services
Software Engineering
UML Modeling
Database Technology
Web Engineering
Prototyping in Flash
Prototyping Embedded Systems
UML Modeling
 Introduction to Software Development Life Cycle
 UML components
 Domain Model
 Use Cases
 OO Programming Concepts
 Object Diagram
 Sequence Diagram
 Communication Diagram
 Activity Diagram
 State Machine Diagram
Database Technology
 Introducing Database Technology
 Design: conceptual model
 Translate the conceptual model to a relational
model
 SQL Query language
Web Engineering
 Historical view of the Web and hypertext-based systems
 Principles of the Web architecture
 Overview of Web applications
 Web standards and diversity of Web technologies
 Principles of Web Engineering
 Overview of the development process of Web applications
 Techniques for collecting user feedback remotely
 Techniques for dealing with information architecture
 Prototyping techniques for Web application
 Tools for prototyping Web applications
 Guidelines and recommendations for dealing with Web design
 Remote usability evaluation
 User-reporting incidents
 Automated tools for accessing usability and accessibility
 Log-file analyses
Prototyping in Flash
 Introduction to the Flash Development Environment
 Get acquainted with the Flash Development
Environment
 Drawing and animation in Flash
 Timeline, layers, libraries and panels
 Animation of filters
 Breaking down problems into smaller chunks
 Use of ‘nesting’ or OO strategically
 Basic scripting
 Connection with external interfaces (i.e. phidgets)
Prototyping Embedded Systems
 Introducing Processing: syntax, type and
semantics, 2D Graphics, variables and control
flows, arrays and functions
 Interactive installations: classes and objects,
mouse and keyboard, GUI, movement detection,
3D Graphics
 Introducing Arduino: hardware, programming
and debugging, connection Processing and
Arduino using Seiral libraries
 Intergation of Arduino, Processing and
networking
Interactive Technology and Applications
Information Visualization
Speech-Centric Multimodal Interfaces
Computer Supported Collaborative Interfaces
Interaction Engineering: Controllers, Sensors and I/O Devices
Information Visualization
 What is Information Visualization?
 Data and its representation
 Representation: relationships
 Presentation: space and time
 Interaction to support information
visualization
 Norman’s Interaction Cycle
 Interaction for navigation
Speech-Centric Multimodal Interfaces
 Introduction: speech and multimodality in user
interface design
 Technologies: speech recognition technology,
natural language interpretation
 Dialogue management
 Natural language generation and speech
synthesis
 Multimodal interaction
 Evaluation of speech and multimodal interfaces
 Human communication
Computer Supported Collaborative
Interfaces
 Groupware
 Communication and collaboration models
 Adoption and use, value and experience
 Hypertext, multimedia, and the world wide
web
Interaction Engineering
 Application examples of enabling technology
projects
 Introduction to technology (history, stages, etc.)
 Electronics and computer technology
 Interface technology (sensors & actuators)
 Framework for classifying and analyzing
interfaces
 Hardware development

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Eindhoven University Cognitive Psychology User Experience Design

  • 1. Eindhoven University of Technology Department of Industrial Design User System Interaction Program
  • 2. Understanding People Cognitive Psychology for USI's Multimodal Perception Persuasion and Trust
  • 3. Cognitive Psychology for USI's  User experience, usability  Human information processing, cognition and emotion in information processing  Learning, mapping, affordance, constraints  Perception and attention  Situational awareness  Display principles  Mental models  Multitasking, mental load  Process control, automation  User experiences (Technology Acceptance Model)  Questionnaires
  • 4. Multimodal Perception  Psychophysics  Attention sharing between modalities  Ventriloquism  Psychological science can improve diagnostic decisions (Swets et al.)  Applications
  • 5. Persuasion and Trust  Persuasion, influence, and behavioral change  Behavioral change theories  Persuasive technology and persuasion profiles  Applications of persuasive technologies
  • 6. Research Methodology Research Methods Qualitative Research Methods Observation Studies and Non-verbal Behavior Non Parametric and Parametric Statistics
  • 7. Research Methods  Social science and user research methodologies  Questionnaire design  Methodology: some key concepts
  • 8. Qualitative Research Methods  Introduction to qualitative research  Qualitative data collection  Qualitative data analysis: a simple and practical approach for designers  UX Laddering
  • 9. Observation Studies and Non-Verbal Behavior  Measuring behavior  Judgment Study  Coding schemes
  • 10. Non Parametric and Parametric Statistics  Measurement  Statistical terminology  The use of nonparametric statistics  The single sample case  The single sample test with two measures  Two independent samples  The case of k related samples  The case of k independent samples  Correlation and regression analysis  Student t test  Analysis of variance
  • 11. Design Methodology User Centered Design Methodology Usability Testing Methodology Video Prototyping Task Analysis Game Design Mobile Apps and Services
  • 12. User Centered Design Methodology  What is user interface design (real world examples)  DOET: good and bad interfaces  User centered design (the process)  User research (why and how)  User research methods  From requirements to design  Exploring the design space (methods and techniques)  Design alternatives  Introduction to prototyping  Low‐fi and hi‐fi prototyping  Tools for prototyping  The process of evaluation  Techniques for evaluating different types of prototypes
  • 13. Usability Testing Methodology  Usability and guidelines  Heuristic evaluation  Thinking Aloud  Meta-evaluation
  • 14. Video Prototyping  Video in design fieldwork  Video prototyping methodology  Contextual video interview  Video brainstorm
  • 15. Task Analysis  Task analysis as part of UCD  Task analysis concepts  Modeling a “current” task world  Collecting task knowledge  Task analysis viewpoints  Task domain representations  EUTERPE  Ontology  Task Model 1 - Issues from the model  Requirements from Client of design  Needs / ideas from any stakeholder or current agents  Envisioning future task world – Task Model 2
  • 16. Game Design  Basics – What is a game? – Defining game, play, types of games ... – History of video games – Game industry and basic game concepts – Who play‘s when and why? – Some basic concepts, definitions and notions  Creating a Game – Storytelling – Character: creating identity – Gameplay: creating the experience – Levels: creating the World – Interface: creating the connection – Audio: creating the atmosphere  Game Development – Developing a game: companies, team members and their responsibilities – Game development tools – Game development stages – Game development methods and processes – Documents in game development  Evaluating Games – Game testing – Evaluating usability – Evaluating user experience and emotions
  • 17. Mobile Apps and Services Design  Understanding the mobile user experience  Design the mobile user experience  Lo-fi prototyping of mobile apps and services  Hi-fi prototyping of mobile apps and services
  • 18. Software Engineering UML Modeling Database Technology Web Engineering Prototyping in Flash Prototyping Embedded Systems
  • 19. UML Modeling  Introduction to Software Development Life Cycle  UML components  Domain Model  Use Cases  OO Programming Concepts  Object Diagram  Sequence Diagram  Communication Diagram  Activity Diagram  State Machine Diagram
  • 20. Database Technology  Introducing Database Technology  Design: conceptual model  Translate the conceptual model to a relational model  SQL Query language
  • 21. Web Engineering  Historical view of the Web and hypertext-based systems  Principles of the Web architecture  Overview of Web applications  Web standards and diversity of Web technologies  Principles of Web Engineering  Overview of the development process of Web applications  Techniques for collecting user feedback remotely  Techniques for dealing with information architecture  Prototyping techniques for Web application  Tools for prototyping Web applications  Guidelines and recommendations for dealing with Web design  Remote usability evaluation  User-reporting incidents  Automated tools for accessing usability and accessibility  Log-file analyses
  • 22. Prototyping in Flash  Introduction to the Flash Development Environment  Get acquainted with the Flash Development Environment  Drawing and animation in Flash  Timeline, layers, libraries and panels  Animation of filters  Breaking down problems into smaller chunks  Use of ‘nesting’ or OO strategically  Basic scripting  Connection with external interfaces (i.e. phidgets)
  • 23. Prototyping Embedded Systems  Introducing Processing: syntax, type and semantics, 2D Graphics, variables and control flows, arrays and functions  Interactive installations: classes and objects, mouse and keyboard, GUI, movement detection, 3D Graphics  Introducing Arduino: hardware, programming and debugging, connection Processing and Arduino using Seiral libraries  Intergation of Arduino, Processing and networking
  • 24. Interactive Technology and Applications Information Visualization Speech-Centric Multimodal Interfaces Computer Supported Collaborative Interfaces Interaction Engineering: Controllers, Sensors and I/O Devices
  • 25. Information Visualization  What is Information Visualization?  Data and its representation  Representation: relationships  Presentation: space and time  Interaction to support information visualization  Norman’s Interaction Cycle  Interaction for navigation
  • 26. Speech-Centric Multimodal Interfaces  Introduction: speech and multimodality in user interface design  Technologies: speech recognition technology, natural language interpretation  Dialogue management  Natural language generation and speech synthesis  Multimodal interaction  Evaluation of speech and multimodal interfaces  Human communication
  • 27. Computer Supported Collaborative Interfaces  Groupware  Communication and collaboration models  Adoption and use, value and experience  Hypertext, multimedia, and the world wide web
  • 28. Interaction Engineering  Application examples of enabling technology projects  Introduction to technology (history, stages, etc.)  Electronics and computer technology  Interface technology (sensors & actuators)  Framework for classifying and analyzing interfaces  Hardware development