[Level 1] Computer Science Concepts: User Interfaces
What is this Resource?
This document was prepared by Sumant Murugesh, Tim Bell and Vanja Venrooy at the University of Canterbury. It is not an official document, but is offered as an evolving guide to the resources that are available for teaching the new material in NCEA Digital Technologies (currently focussed on the Programming and Computer Science strand). The structure has been based on various versions of the Body of Knowledge, proposed Standards, and Teaching and Learning guide; the material comes from an extensive search for relevant resources. It is our hope that this resource will evolve based on feedback from teachers, and ultimately end up as teaching plans that are built on the resources. Feedback can be sent to tim.bell [at] canterbury.ac.nz.
Achievement Standard
The resources on this page relate mostly to the Digital Technologies Achievement Standard 1.44/AS91074 (Demonstrate understanding of basic concepts from computer science)
Objectives
Demonstrate an understanding of the distinguishing concepts of algorithms and programming languages from Computer Science and Software Engineering
- Understand the role of user interfaces
- Informally evaluate user interfaces by looking at the factors that influence its usability
- Compare and contrast different user interfaces
Context
At this level, students will need to gain an understanding of what user interfaces are, the importance of usability and therefore evaluate different interfaces based on different criteria
Ideas for Teaching and Learning Activities
- Identify a frustrating user interface, and explain why it is difficult to use.
- Have a parent or grandparent try to perform a simple task on an unfamiliar digital device (such as send a text message, or set the time on a microwave oven clock), noting down every keypress they make and noting any problems they have. Write a report on specific problems with the design of the interface for this user.
- Develop an instruction manual for a simple task on a simple interface, such as a digital watch, video/TV recorder, air conditioning remote control, or cellphone
- Compare the interfaces for two different devices, such as two cellphones, two mp3 players, or even two car alarm remote controls. What are the relative merits of the different interfaces for the same task?
- Investigate the usability of a remote control and a VCR at Usability Review of a Remote Control, Usability Review of a VCR
- Try a Kinesthetic Learning Activity where a human is acting like a robot with a broken interface at Human Mystery Interface
- Do the CS Unplugged activity on Human-Computer Interface design
- Create a poster showing bad designs of digital devices, relating them to bad designs of physical objects. See Bad Human Factors Design
- A fun way to get students interested and talking will be the Bad Usability Calender which can be printed as a poster or handouts given out
- At an advanced level, students can investigate usability heuristics are at Jacob Nielsen's page on heuristic evaluation
Our Picks
Here is a list of resources we have picked from the comprehensive list below that were either developed for high school use or can be easily adapted for the purpose.
- Teresa Brazen's article on Explaining User Experience Design to High Schoolers (and other new audiences)
- CS Unplugged Activity 19: Human Interface Design. See also the YouTube video
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Steve Wolfman's Kinesthetic Activity: Human Mystery Interface
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Computer Studies Educators at Waterloo's presentation ‘Making Computer Interfacing FUN and SIMPLE’.
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Michael J. Darnell has a really fun website of bad designs is a great site for discussion activities
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Jacob Nielsen's Useit site has a lot of information about usability
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Jacob Nielsen's 10 heuristics for evaluating all sorts of interfaces, from digital watches to computers
- Fatmax site has a great collection of resources in HCI, including some useful presentations
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The Interface Hall of Shame is an irreverent collection of common interface design mistakes
- Schneiderman and Plaisant's book "Designing the User Interface" provides a very readable overview of the field. It has a lot more detail than students would need, but would be useful for a teacher who wants to get a stronger background in the topic. You don't need a strong technical background to read it.
- Don Norman's "The Design of Everyday Things" is a classic interface design book. It's an older book, and talks mainly about non-computer interfaces (such as phones, doors and nuclear power plant controls), but it's inexpensive, and is a fun read to get you in a frame of mind to evaluate computer interfaces. Worth getting for the school library.
- Don Norman's In Praise of Good Design has some thought provoking examples of design of every day objects
Unit Plan
A Unit Plan for teaching that uses some of the above resources that relates to this standard is attached as a PDF at the bottom of this resource page.
Comprehensive list of resources that relate to this standard
The resources below are a mixture that were developed for a varied audience ranging from high school students to university undergraduates, therefore we have attempted to classify the resources in terms of their readiness to be used by teachers. There are those that aim to convey a Basic understanding of the concepts and those that are Advanced and therefore might assist teachers with their professional development activities.
Online Guides: Basic Resources
These set of resources aim at conveying a basic understanding of the concepts with tutorials, lecture notes and handouts.
- Wikipedia entries: User Experience Design, User Interface Design
- Fatmax has a website dedicated to resources relating to HCI and user interfaces
- Teresa Brazen at adaptive path has a great article on Explaining User Experience Design to High Schoolers (and other new audiences)
- Don Norman's In Praise of Good Design has some thought provoking examples of design of every day objects
- Isys Information Architects Inc has two excellent websites of particular interest below. Even though a bit outdated these are excellent sources of examples of bad designs and discussions:
- The Interface Hall of Shame is an irreverent collection of common interface design mistakes. Our hope is that by highlighting these problems, we can help developers avoid making similar mistakes.
- Interface Hall of Fame is a collection of design solutions that will likely improve the effectiveness and usability of all applications that employ them.
- MSDN's Beginner Developer Learning Centre has a section on Graphical User Interfaces that can be downloaded as a whole lesson pacakge, text article or as a MP3 Podcast at Lesson 5: Life before Mice (Basic Introduction to Graphical User Interfaces)
- Jason Morrison explains why User interfaces should be made as simple as possible, but no simpler. When designing a user interface or doing a usability review of an existing website, simplicity is an extremely important goal. When I get to your interface, don’t force me to spend time thinking. Make it easy for me to do what I want to do.
- Jacob Nielsen has a fun section on Usabilty called Usability in the Movies -- Top 10 Bloopers that discusses the fact that user interfaces in film are more exciting than they are realistic, and heroes have far too easy a time using foreign systems.
- informationArchitect Japan has an interesting and different view at The Interface of a Cheeseburger. This article discusses the notion that shaping interfaces is shaping the character of things. The brand is what transports the character of things. When looking at McDonalds, iPod, Nintendo DS it becomes quite obvious that the interface is the brand.
- Bill Moggridge' s Designing Interactions is a book as well as a website that introduces us to 40 influential designers who have shaped our interaction with technology. A free summary of each chapter is on this site. Note: Some chapters are regularly offered free as PDF's with extra materials, so it pays to check the site regularly and download the chapters as they become freely available.
- LIGHTHOUSE INTERNATIONAL has sections on designing interfaces for people with disabilities such as colour blindness and accessibility in general:
- Kent Sullivan offers The Windows 95 User Interface: A Case Study in Usability Engineering: Even though a bit out of date, it is worth as a reference material and for comparing with the newer Microsoft Operating Systems.
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BBC-GCSE Bitesize has a revision resource on user interfaces. An accompanying review test for user interfaces.
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Revision World (requires registration) offers revision resources on user interfaces.
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Computer Studies Educators at Waterloo has a presentation ‘Making Computer Interfacing FUN and SIMPLE’. Most teachers with little background in hardware and electronics are reluctant to test the waters. It does not have to be the case. Michael Chan shows how easy and interesting teachers could introduce computer interfacings in their classes. Down-to-earth analogies are used to illustrate electronic and interface fundamentals. This presentation, packed with animated examples and practical demonstrations, definitely will help teachers to comprehend and appreciate computer interface concepts.
- See the introductory lecture slides from Juan Gilbert’s course in ‘User Interface Design and Evaluation’ at Introduction.
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seagate has a Web Style Guide that discusses the anatomy of a webpage, colors, page types, graphics. This resource could be useful to demonstrate the impact of HCI in designing websites.
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Web Pages That Suck is a great website with a vast collection of badly designed webpages and reviews.
- Stanford University's MouseSite is a resource for exploring the history of human computer interaction beginning with the pioneering work of Douglas Engelbart and his colleagues at Stanford Research Institute in the 1960s.
- University of Western Australia CSSE has a course in Human-Computer Interaction with a useful presentation in Interaction Design: discusses good and bad design with some activity ideas
- Ask Tog has First Principles of Interaction Design explaning principles that are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments, the web, or mobile devices. Of late, many web applications and mobile device apps and even operating systems have reflected a lack of understanding of many of these principles of interaction design, to their detriment. Because an application or service appears on the web or mobile device, the principles do not change. If anything, applying these principles becomes even more important.
- Matt Jones of the Future Interaction Technology Lab at Swansea University and co-author of the book, 'Mobile interaction design' tells us of his vision for the future of mobile phones in the third world.
- Lewis Jones (via Open Educational Repository in Support of Computer Science) has a presentation with interactive content in Website Usability and Flash. Note: Teachers will need a valid email address to access this Jorum resource
Online Guides: Advanced Resources
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Jacob Nielsen's "Useit" site http://www.useit.com/ has a lot of information about usability, and the 10 heuristics are particularly useful for evaluating all sorts of interfaces, from digital watches to computers.
- Aral Balkan has a blog where he is discussing the User Interface Design Principles in designing Microsoft Outlook version for a cellphone.
- Dave Sheppard has an article Evolve your User Interface to educate your Users. User interfaces need to teach your user how to use your application without resorting to a help screen. Many developers think that a help section will suffice for teaching users how to operate most any application, but this is not the case.
- Online-Learning has a course in User Interface Design. Some parts of this course are available freely for evaluation purposes.
- Niall Murphy has very informative articles in Usability and User Interface Design at locations below:
- To err is human: teaching a GUI good manners
- Looking good--a lesson in layout
- Designing User Interfaces: What does the Customer really want?
- Understanding Usability Standards for Medical Devices
- Safe Systems Through Better User Interfaces
- Principles Of User Interface Design
- Usability for Graphical User Interfaces
- It's Worse on a Browser
- So that button must ...
- (Inter)Facing the User
- The Usability Dilemma
- The Secret of Good Timing
- Put the User in the Driver's Seat
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Niall Murphy has reviewed some books on usability. Teachers may go through some of these and check what interests them and also to teach the subject with good examples at Usability.
- GNOME has a website devoted to GNOME Human Interface Guidelines 2.2.1 (at the time this resource was sighted) discussing usability principles and GUI design guidelines in an online textbook format.
- Federal Aviation Administration discusses various hueristic methods of evaluation. Please see the following for more details on each:
- Cello: Evaluation by Inspection
- Co Discovery: as discussed in the journal article Evaluating Usability, Fun and Learning in Educational Software for Children
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See a complete list at HCI Tools - Usability
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KDE TechBase has a comprehensive guide with examples and illustrations at KDE4 Human Interface Guidelines that discusses design of most objects such as Check Boxes, Menus, Message Boxes and more.
Classroom Activities and Games: Basic Resources
These set of resources aim at conveying a basic understanding of the concepts with tutorials, lecture notes and handouts.
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CS Unplugged Activity 19: Human Interface Design
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Steve Wolfman has a KLA for HCI courses in which a student is a robotic toy with a simple, broken interface. The class watches another person interact with the toy and then discusses what went wrong. They design a new interface for the toy which they test in similar fashion. Students learn to use their classroom knowledge to fashion and iterate on a simple example. Because the "system" is a human, students have no concerns about the fidelity of their interface design or its "hardware constraints". View here at Human Mystery Interface.
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Michael J. Darnell has a really fun website baddesigns which is scrapbook of illustrated examples of things that are hard to use because they do not follow human factors principles.
This scrapbook contains many humorous bad designs that you can use to demonstrate what is being done wrong and ask students to suggest a better design.
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NetLife Research has produced bad usability calendars that illustrate bad designs for calendars for the past few years. You can view them and download them for critique activities.
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Mark Hurst has a wide range of bad design/usability examples from various walks of life such as Advertising ,Current Affairs ,Customer Service ,Product Design ,Signs ,Travel ,Web/Tech and more at http://www.goodexperience.com/tib/archives/
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EPSSCentral has exercises that illustrate design principles at locations below:
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ESP (Extrasensory Perception): demonstration of a breakthrough extrasensory perception (ESP). Software that knows what you are thinking. Is it possible? You be the judge.
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Pick A Number: illustrates the nature of human perception.
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How Many: illustrates the nature of human cognition.
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Calculation Exercise: illustrates the nature of human cognition.
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Chris McEvoy has fun examples of usability reviews for the following scenarios:
Classroom Activities and Games: Advanced Resources
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Cyndi Rader has a course in User Interface Design with exercises that could be tailored to suit our needs. Please see materials below:
Videos: Basic Resources
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CS Unplugged Activity 19: Human Interface Design YouTube video
- Watch a video by Michael Dixon. ERAU in Bad Human Factors Designs: The Bidet, where he discusses the usability of a bidet and how simple labelling makes the simple bidet more usable than just being visually pleasing.
- UC Berkeley EECS Dept has a lecture on HCI (Guest Lecturer: Professor Bjorn Hartmann)
- Don Norman has the following useful videos (hosted at Interaction Design):
- TED Talks has a good talk from Don Norman on 3 ways good design makes you happy. In this talk from 2003, design critic Don Norman turns his incisive eye toward beauty, fun, pleasure and emotion, as he looks at design that makes people happy. He names the three emotional cues that a well-designed product must hit to succeed. More on Don Norman.
Videos: Advanced Resources
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View a video lecture by Larry Snyder and Mel Oyler on The Perfect Graphic User Interface.
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| Computer Science Concepts AS 1.44 Unit Outline - 09.08.10.pdf | 275.44 KB |
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