This course does not have prerequisites, but the introductory course on programming is recommended.
The knowledge acquired from this course can be deepened by taking the following courses: Designing Interactive Systems and Interactive Data Visualization
This course teaches the most important methods in human-computer interaction and user-centred design, and the theoretical/conceptual background behind them. This is a multi-disciplinary course where the students will learn about psychology and cognitive sciences, design, empirical research methodology, and social sciences, among others.
This course is recommended as the first course in the Human-Computer Interaction module.
The course is offered every year, in the 2nd teaching period.
This course is an introduction to the most important principles in human-computer interaction, user-centred design and the design of interactive systems. This includes lectures on user cognition and psychology, prototyping, user-centred design processes, empirical user research (qualitative and quantitative), ubicomp and other beyond-the-desktop applications, social media and social computing, computational user interface design, and information visualization.
There are several hands-on exercises that will help to learn some of many areas.
Each lecture and assignment may have its own preparatory material. In addition, the course uses the following textbook: Ritter, Baxter & Churchill: Foundations for Designing User-Centered Systems, Springer 2014. The book can be downloaded as PDF from university library website.
More info and access through university library: http://login.libproxy.helsinki.fi/login?url=http://dx.doi.org/10.1007/978-1-4471-5134-0
The lectures and exercises emphasise the link between conceptual understanding and hands-on experience. Human-computer interaction is a multidisciplinary field where easy solutions are rare, especially because of the complexity of humans as computer users. Understanding humans as users therefore also needs conceptual understanding.
The lectures and the exercises support this goal by helping students to ask the right questions when they are designing interactive systems, focus their research and development methods wisely, and analyse the interaction contexts from multiple complementary viewpoints.
Grades are a result from three factors: exam (max 30 points), exercises (with +1 bonuses available to all outstanding works from each exercise, leading to max 5 points) and active lecture participation (+1/2 points available from each lecture, max 3 points from all the lectures).
15/30 points are needed to pass the course.
The extra points from exercises and lecture participation are eligible in all the exams until the course is lectured in the following year.
Erilliskokeiden luetteloissa käytetään seuraavia merkintöjä: (U): Koe on (ensimmäinen kurssia seuraava) erilliskoe ja samalla kurssikokeen/kurssikokeiden uusintakoe. Uusintakoesuorituksessa harjoituspisteet tms. otetaan huomioon. (HT): Kokeeseen voivat osallistua vain ne, jotka ovat suorittaneet kurssiin kuuluvat pakolliset harjoitustyöt (tms.). (HT/U): Kuten (U), mutta osallistumisoikeus on rajoitettu HT-kokeen tapaan. (ei erityismerkintää): Koe on erilliskoe; osallistumista ei ole rajoitettu, mutta kurssin vaatimat esitiedot on syytä ottaa huomioon.
There are 13 lectures and 5 weekly exercises. Lectures are optional but very important for successful course completion because the course does not have a textbook. 4/5 of the weekly exercises need to be passed in order to participate in the exam.