Advanced Human Computer Interaction SS'17
Dr.-Ing. Maryam Mustafa
Kontakt: Dr.-Ing. Maryam Mustafa
Office : Raum G34
Office Hours : Friday, 10:00 - 11:00
Meeting Time and Location
Please be aware that the first lecture for this course is : Tuesday, 4th April
Tuesdays : 9:45 - 11:15
Lcoation : IZ 305
This is a research intensive course that will focus on the latest trends and cutting edge research in HCI. Alot of the readings for the course are published papers. The students will be expected to read, analyse and discuss these papers in class. We will discuss novel interaction techniques and explore a range of evaluation methods. At the end of this course you should not only be familiar with specific methodologies but also be able to read and analyse research papers with a critical eye. This course is project based and you will be expected to apply what you have learned to create and present an application of your choice. The project should relate to the course and should involve the application of one of more HCI techniques.
Example Topics Include
- Computer Supported Collaborated Work
- Virtual Reality
- Leisure and Social interaction
- Assistive Technologies
- Wearable Computing
- Ubiquitous Computing
- Mobile HCI
This is a seminar-style course, where students are expected to read research papers for each class, and participate actively in class discussions. There will also be some overview lectures throughout the semester devoted to covering fundamentals.
Once a week on Thursday at 9:45 am there will be excercises for the class. The excercises will involve deliverables for the projects and discussions on the assigned papers for the week.
Readings to be completed before each excercise on Thursday. Watch this space for the final readings for the empty slots.
Brad A. Myers. A Brief History of Human Computer Interaction Technology. ACM interactions. 5(2), 1998. pp. 44-54. http://www.cs.cmu.edu/~amulet/papers/uihistory.tr.html
A Taxonomy of Human Computer Interaction, Saul Greenberg
Evaluation Methods in HCI - Review
McGrath, J. E. 1995. Methodology matters: doing research in the behavioral and social sciences. In Human-Computer interaction: Toward the Year 2000, pp. 152-169.
Dourish, P. 2006. Implications for design. In CHI '06, pp. 541-550
Martin, D.W. (2000) Chapter 12: How to interpret experimental results. In Doing Psychology Experiments (5th ed.). Belmont, CA: Wadsworth, pp. 245-270
Qualitative Studies: Ethnography, focus groups
Ubicomp – Intro
The Computer for the 21st Century, Mark Weiser, Scientific American, September 1991, pp. 94 - 104.
Skinput: Appropriating the Body as an Input Surface, Chris Harrison, Desney Tan, and Dan Morris. CHI 2010.
Evidence-based social design: Introduction Paul Resnick, Robert Kraut, Evidence-based social design: Mining the social sciences to build online communities.
Advanced interaction techniques: gestures and touch
A Survey on the Development of Multi-touch Technology
Brain-Computer Interfaces for HCI and Games
Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects
Interaction in Public Spaces
Requirements and Design Space for Interactive Public Display
Interactive Public Ambient Displays: Transitioning from Implicit to Explicit, Public to Personal, Interaction with Multiple Users
Grudin, J. (1994). Computer-supported cooperative work: history and focus. Computer, 27, 19-26.
Mark Ackerman (2000) The Intellectual Challenge of CSCW: The Gap between Social Requirements and Technical Feasibility
Affect in HCI
Affect Detection : An Interdisciplinary Review of Models, Methods, and Their Applications, ael A. Calvo , Sidney D'Mello
Toward the study of aesthetics in information technology, Noam Tractinsky
There is no exam for this course. There is however a project, decided by the students which will be graded instead of the exam.
Examples of Good Projects :
To get a sense of what a good scope for a project is, here are some examples of final papers :
- Adding Body Motion and Intonation to Instant Messaging with Animation, Weston Gaylord, Vivian Hare, Ash Ngu
- FatBelt: motivating behavior change through isomorphic feedback, Trevor Pels, Christina Kao, Saguna Goel
- Speeda: adaptive speed-up for lecture videos, Chen-Tai Kao, Yen-Ting Liu, Alex Hsu
- Visimu: a game for music color label collection, Borui Wang, Jingshu Chen
- Brainstorm, define, prototype: timing constraints to balance appropriate and novel design, Andy Elder, Elaine Zhou