Module Code - Title:
CS4445
-
HUMAN CENTRIC COMPUTING
Year Last Offered:
2025/6
Hours Per Week:
Grading Type:
N
Prerequisite Modules:
Rationale and Purpose of the Module:
This is Block 7 (21 ECTS) on the 3+1 Integrated BSc/MSc Immersive Software Engineering and runs Year 2 Weeks -2 to 9 (11 Weeks) in the spring semester.
This block introduces students to concepts, methods and tools for the effective design of interfaces that bridge technical systems and society with a focus on digital transformation. Principles of Human Computer Interaction (HCI) will be leveraged for the innovative design of User Interfaces (UI) across a range of devices from mobile to haptic and immersive platforms.The student will experience and apply the main principles and techniques for innovation and creativity. The focus of the students will shift from the technology per se to innovation and creativity; and interaction with stakeholders. This block challenges students to move away from design orthodoxy and risk aversion; and develop confidence to follow inspiration and creativity.
Syllabus:
1. Digital Transformation and Design Thinking across a range of domains from health care to education
2. Stakeholder analysis and modeling
3. Human Computer Interaction (HCI): introduction to human-factors, interaction design, computer-supported cooperative work; principles for usability in user-interface design (UX); HCI design: user-centred design, participatory design, usability engineering, and prototyping methods; methods for the evaluation of usability and user experience
4. Principles of inclusive design: accessibility; localization
5. Event Driven Programming: imperative versus event driven paradigms; introduction to GUI creation; event handling process
6. Web Development: Model View Controller (MVC) in a web context, MVC frameworks such as MTV; HTTP and CSS; web development frameworks; Security for web applications: sessions and cookies, encryption, digital signatures and certificates;
7. Mobile Development: mobile application lifecycles; overview of operating systems and APIs for mobile platforms; building mobile apps using SDKs; basic security using encryption and authentication; location based APIs; packaging and deploying mobile apps.
8. IoT and non-traditional I/O i.e. haptic and immersive systems
Learning Outcomes:
Cognitive (Knowledge, Understanding, Application, Analysis, Evaluation, Synthesis)
On successful completion of this module, students will be able to:
- Discuss and reflect upon critical innovations in design thinking
- Apply principles of HCI and UX to UI design
- Create UIs for a range of UX scenarios ranging from mobile to haptic to immersive
- Apply customer development techniques to solicit critical and honest feedback from users
- Apply the Design Thinking process to bridge the digital transformation gap between new systems and society at large.
- Perform stakeholder analysis when collaborating with a diverse community
- Analyse the needs of the stakeholders and map them onto UI technologies
- Balance the needs of different stakeholder groups (eg. users and company) in the design of a UI by evaluating the tradeoffs involved in "UI dark patterns"
- Conduct a user-centred usability study of an interactive artefact and produce recommendations for re-design from this process;
- Create GUI based applications to solve a variety of problems.
- Create a secure dynamic website using a web development framework, and test for security vulnerabilities
- Develop mobile applications using the object-oriented paradigm, frameworks, and development stacks, concurrency and operation management APIs
- Performance profiling and security testing of mobile application
- Use concurrency and operation management APIs and features in frameworks.
Affective (Attitudes and Values)
On successful completion of this module, students will be able to:
- Present designs to a community of stakeholders
- Experience co-design with external stakeholders
- Learn to see and evaluate product from someone else's point of view
- Learn to be a provider of options, and apply their own creativity (in small teams) to innovate products for others.
- Display an appreciation of the importance of user participation in the design process.
Psychomotor (Physical Skills)
On successful completion of this module, students will be able to:
How the Module will be Taught and what will be the Learning Experiences of the Students:
The block is taught using problem-based learning, the flipped classroom concept, and blended learning in a state of the art laboratory setting with an emphasis on collaborative practice and technical excellence. Learning and teaching will be research led with a focus on translating theory into practice, innovation and knowledge creation.
Research Findings Incorporated in to the Syllabus (If Relevant):
Prime Texts:
H. Sharpe, Y. Rogers and J. Preece (2019)
Interaction Design: Beyond Human-Computer Interaction 5th Edition
, Wiley
Other Relevant Texts:
D. Norman (2013)
The Design of Everyday Things: Revised and Expanded Edition
, Basic Books
Programme(s) in which this Module is Offered:
Semester(s) Module is Offered:
Spring
Module Leader:
marie.travers@ul.ie