IMM2125 Interface and Information Design ã ECU 2017 [1 / 13]

Description

IMM2125 Interface and Information Design ã ECU 2017
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Unit Plan [IMM2125]
Interface and Information Design
School of Arts & Humanities
Edith Cowan University
Description
This unit introduces students to the concepts of interface and information design. It includes
an introduction to the fundamental principles of screen and interface design including the
basic principles of perception and message design, and their implications for the roles and
organisation of screen elements; the implications of recent research from areas such as
cognition, visualisation, and mental model theory as they apply to the design and
evaluation of multimedia navigation and guidance systems; the theoretical foundations for
the use of IMM environments for design; exploration of a variety of IMM information and
performance environments based on human-computer interface (HCI) and information
architecture theories.
Learning Outcomes
On completion of this unit, students should be able to:
• demonstrate an awareness of the cognitive and technical aspects of human-computer
interactions;
• demonstrate an understanding of the fundamentals of multimedia interface design;
• apply interface design principles to design and evaluation processes;
• develop prototypes of IMM interface applications including structures, screens and
media elements;
• demonstrate a sound knowledge of interface interaction styles in various computer
environments;
• demonstrate an awareness of research issues and future directions in interface design for
IMM;
• design effective navigation and orientation processes for electronic information systems.
Unit Content
• Theories of human-computer interaction.
• Interface design principles.
• Flowcharting and storyboarding.
• Evaluating interfaces.
• Designing hypermedia navigation systems.
• Learning theories.
• Designing electronic information systems.
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Significant References
Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and
Do. Amsterdam: Morgan Kaufmann Publishers.
Jordan, P. W. (2000). Designing Pleasurable Products: An introduction to the new human
factors. London: Taylor & Fancis.
Norman, D. A. (1990). The design of everyday things. New York: Garden City.
Norman, D. A. (2004). Emotional Design: Why we love (or hate) everyday things. New York:
Basic Books.
Rogers, Y., Sharp, H., & Preece, J. (2011). Interaction design: beyond the human-computer
interaction (3rd ed.). Chichester, West Sussex: Wiley.
Unit URL
The unit is fully supported by Blackboard and it contains all the unit materials, texts,
handouts and extra resources and learning materials. The unit can be accessed by logging
into the Blackboard website: http://blackboard.ecu.edu.au
Unit Coordinator | Lecturer
Name: Dr Jo Jung
Phone: 9370 6162
Email: j.jung@ecu.edu.au
Room: 6.219 Mt Lawley Campus
Unit Lecturer
Name: Dr Luke Brook
Email: l.brook@ecu.edu.au
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Unit Schedule
Week Topics Activities
1 Introduction to unit
Understanding design
• What is design?
• What is interface & information design?
• What is interaction design?
2 Designing the before-the-design • Identifying problems
• Communicating what you know
3 Designing for users • Understanding users
• User-centred design
4 Design-centric research • Importance of research for design
• User experience (UX)
• Social behaviours and psychology in design
5 Prototyping ideas • Concept to first design
• Using prototypes in design
• Flowchart & storyboarding
6 Seeing what you don’t see • The role of evaluation
• Different types of evaluation
• Assignment 1 due (Creative brief)
• Class discussion (assessable item)
7 Persuasion in design • Persuasive design
• Case study: Captology
8 Study Break (No Class)
Mid-Semester Break (No Class)
9 Paradigm shift in digital design • Interface metaphors and icons
• Screen design, web design
10 Is your idea a good idea? • Assignment 2 due (Ideation)
• Critique session (assessable item)
11
Informed risk taking
• Taking creative risks
• Risk versus uncertainty
12 Affective aspects of UI • What are affective aspects?
• Case study: Computers are social actors
13 Project delivery & presentation • Assignment 3 due (Project delivery)
• Class presentation (assessable item)
NB: This schedule is indicative of the areas covered in the unit over the semester. However, the
sequence and content of material may be modified to suit the unit progress. Refer to the unit website
for detailed schedule and any modifications.
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ASSESSMENT GUIDE
There will be three components to the assessment. Your final grade will be based on 3
assessment points that are designed to support the theoretical and technical content of
the semester seminar schedule.
Please note that the 3 assessments lead to completion of one final project. Each
assessment builds on the previous assessment to complete a finished project.
Assessments Values Due dates
Creative brief 30% Week 6 (8 September Friday)
Ideation 30% Week 10 (13 October Friday)
Project delivery & Presentation 40% Week 13 (3 November Friday, class time)
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Assignment 1: Creative brief
Due Date: Week 6 (8 September Friday)
Assessment Value: Worth 30% of final unit mark
Submission: submit a word-processed PDF document on Blackboard | participate in a class
discussion
Background:
Assignment 1 is the planning phase of your project cycle, which requires you to produce a
design document containing your initial design approach and understanding of your
proposed product/service. The focus of this assignment is on your ability to:
+ Identify and frame problem/opportunity;
+ investigate into target audience; and
+ define project parameters.
Choose one of the two project parameters for your assignment.
Project
parameter 1
Identify a problem (or opportunity) of the interface design of an existing
digital and screen-based product affecting people’s everyday
experience (e.g. traffic lights, parking metres, digital toasters, websites,
mobile phone apps). A problem could be derived from (but not limited
to) social, cultural, ideological, political, or educational /instructional
aspects.
Project
parameter 2
Identify a problem (or opportunity) of the interface design of of an
existing digital and screen-based product affecting senior citizens. A
problem could be derived from (but not limited to) social, emotional,
mental and physical health aspects of senior citizen’s life style; and
environmental factors (e.g. layout of a house, transport) that affect the
quality of senior citizens’ life.
Task:
You are at liberty to choose your own project problem/opportunity (i.e. Project parameter
1) or a predefined project area (i.e. Project parameter 2). Based on your chosen project,
you will need to develop a creative brief guiding the initiation of your project. Your creative
brief will be used in assignments 2 and 3 to guide the design direction and basis of your
project. It is expected a strong response will demonstrate:
+ appropriate research and referencing;
+ an ability to critically analyse and discuss the literature; and
+ synthesized findings into your own design criteria and approach.
See the next page for the Submission requirements.
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Submission requirements
Project context
• An overview of project:
– what is your proposed project?
• Project opportunity:
– what is the project opportunity that became the reason of
taking on the project?
Project research
The purpose of this requirement is to identify the needs and establish
broad-based requirements of your project (i.e. what, how and why).
• Conduct one or more of the following research methods to gain a
good understanding of your proposed project:
– competitive landscape
– market research
– usability testing
User research
• Conduct user research using one or more of the following
methods to gain a good understanding of your target audience:
– observation/field studies
– interviews
– task analysis
– personas & scenarios
– empathy map
– role playing
• User analysis:
– Who: demographic research (e.g. gender, race, age,
profession)
– Why: psychographic research (e.g. emotions, understandings)
– What: ethnographic research (e.g. social norms, culture)
Project brief
After completing the project and user research, define the following
items:
• Project problem
– formulate and define project problem
– identify the needs and wants of users
• Project goal(s)
– what is the purpose of this project?
– what are you trying to achieve in this project?
• Project objectives
• what are the steps needed to achieve the proposed project
goal(s)?
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Assignment 2: Ideation
Due Date: Week 10 (13 October Friday)
Assessment Value: Worth 30% of final unit mark
Submission: submit a PDF document containing scanned prototypes and storyboards on
Blackboard | Participation in a class critique session
Task:
Analyse and synthesize the information gathered in Assignment 1 and class discussion in
Week 6 to develop a design strategy/approach and establish a list of deliverables. It is
expected a strong response will demonstrate a wide range of design ideas. This includes an
exploration of varied design possibilities exhibiting breadth.
Submission requirements
Design strategy
• By synthesizing the information gathered in Assignment 1,
develop and articulate a design strategy for the project.
– plan for what to make and do
– plan for achieving goals and objectives
– guiding concept behind a design
• Develop the following 2 items for your project:
– design criteria
– technical and/or functionality criteria
Deliverables
• Establish a list of deliverables for the project:
– tangible product as a result of the project that is intended to
be delivered
– details of the interaction design involved
• details of user experience consideration including usability,
accessibility, and efficiency
Idea exploration
(prototypes &
storyboards)
• Provide a visual record of your design exploration in the form of
low-fidelity prototypes:
– your prototypes should demonstrate a range of alternative
design ideas (minimum 15 different ideas)
– explore and present as many design ideas as possible
including unsuccessful ideas (marks will be given to both
successful and unsuccessful ideas)
– prototypes must be developed in sketches and/or collages
• Provide your exploration of interaction design in the form of
storyboards.
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Assignment 3: Final design & Presentation
Due Date: Week 13 (3 November Friday, your class time)
Assessment Value: Worth 40% of final mark for the unit
Submission: final project in a PDF document on Blackboard AND printed poster or digitally
developed animation/simulation (USB or CD) or tangible prototype in drop-box (10.216)
Task:
Considering the feedback received from the class discussion in Week 10, select one design
idea that best represents your project’s goal and addresses the design problem. The
iterations of refining the chosen idea should lead to tighter representations of the design.
There are two assessable items in this assignment: (1) high-fidelity prototype and (2)
presentation.
Submission requirements
Idea refinement
(design journal)
• Analyse the feedback received from the class in Week 10 and
choose one design idea.
• Further develop the chosen design idea by exploring a range of
possibilities exhibiting in-depth:
– develop minimum 10 variations of chosen design idea
– variations of user interface design and interaction style
– variations of messaging, imagery, motion, audio, etc.
– explore and present as many concept ideas as possible
High-fidelity
prototype
(finished product)
• Your final project must be presented in the form of high-fidelity
prototype and it can be presented in one of the following
formats:
– A1 poster on a mounting board (e.g. formbaord, gataboard)
– screen-based (e.g. animation, simulation)
– tangible prototype (e.g. mockups)
Design rationale
• Provide a rationale of your product/service including:
– demonstrate how your product/service meet the proposed
project goal and objectives
– demonstrate how your product addresses the defined
problems
– significance of the your product/service
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Presentation
As part of the final submission, prepare for a 5-minute in-class
presentation (plus 1-minute Q&A time) using appropriate visual aids
(e.g. PowerPoint or handouts).
Your presentation should include the following information:
• brief project overview and the problem statement
• project goal and objectives
• target audience
• actual product (information provided in the design rationale)
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Important University Policies related to assignment submission
Assignment Submission & Late Penalty
At ECU, assignments must be submitted by the due date and time or else a penalty will be
applied. The penalties that will be applied in this unit are as follows:
• Assignments not more than one week late (five working day), the penalty of 5% of the
maximum assignment mark for each working day; and
• Assignments more than five working days late, a mark of 0% shall be awarded.
Late Submission & Due Date Extension
Students who wish to submit an assignment after the due date and avoid a late penalty
must apply in writing (using a correct assignment due date extension form) to the Unit
Coordinator stating the grounds. To do this, student must obtain an application for
assessment extension form from the ECU website:
http://intranet.ecu.edu.au/student/forms/overview.
Complete and submit this form with a medical certificate before the due date to the Unit
Coordinator. The Unit Coordinator will only grant exemptions in case of medical certificate
or demonstrated hardship. Problems for which extensions will NOT be granted include:
• Too many assignments due at one time;
• Computer failure;
• Loss of data due to computer failure; and
• Work commitments, etc.
The penalty for late submission without Unit Coordinator approval is calculated as above
(see Assignment Submission and Late Penalty).
Return of Assignments & Feedback
Where possible and practical, student assignments and feedback will be provided within 2
weeks of submission/due date. After your assignment has been returned to you, review the
comments and grade given to you by your Tutor. Should you have a question regarding
any comments or marks you should contact your Tutor immediately.
Reviews & Appeals
If you are dissatisfied with an assignment mark and wish to seek an explanation as to why
you were awarded that mark, discuss the matter with your Tutor. If you are still not satisfied
with the mark after a discussion with your Tutor, contact the Unit Coordinator. After a
meeting with the Unit Coordinator, you can lodge a formal appeal. Formal procedures for
student appeals and grade reviews can be found at:
http://www.ecu.edu.au/student/assessment/appeals/index.php.
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Grades
Your final semester grade will be based on all the assessments and the scaling to meet ECU
Assessment Policy. Your attendance and participation at workshops/tutorials would be
considered when it comes to scaling your final grade. ECU uses the following system for the
final grades:
Grade Description Mark (%)
HD High Distinction 80 to 100
D Distinction 70 to 79
CR Credit 60 to 69
C Pass 50 to 59
I Incomplete 50 to100
C* Pass (conceded) 45 to 100
N Fail 0 to 49
Grading Criteria Explained
High Distinction (HD)
This is a truly outstanding grade awarded to work of outstanding quality. Typically work of
this standard shows high levels of insight and understanding and extremely high levels of
knowledge. Normally only 10% of students might see this grade on an Assignment.
Distinction (D)
A distinction is awarded to work of a very high quality which demonstrates a sound
understanding of the work covered and a high quality submission. Again, this is a relatively
rare grade awarded to usually around 10% – 20% of the students.
Credit (CR)
A Credit is, as the name suggests, given to students whose work shows considerable merit. It
is awarded to students whose work extends beyond that which was set as the minimum
requirement and includes such things as evidence of additional relevant reading and an
extension of the topic or subject being treated. Normally we expect about 30% of the
students to receive a Credit.
Pass (C)
A Pass is given to students whose work satisfies the requirements of the assignment. Students
who successfully do what is asked and don’t look to extend their work can expect a Pass.
Don’t forget, at University it is not the quantity of work you do that makes your grade, rather
it is the quality.
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Fail (N)
A Fail is what you don’t want to see. It represents a failure to satisfy the minimum
requirements set. It can be a result of a late assignment or a poor piece of work. No one
has to fail, and this grade is usually the result of insufficient work and effort or lots of effort
that has been misdirected.
Academic Misconduct and Plagiarism
ECU has a very firm policy on academic misconduct and plagiarism. It is very important to
ensure that whenever you use materials and ideas in your assignments and class-work that
you have taken from others, you acknowledge the source of this work.
If you use work that has been taken from other people in your own work and do not
acknowledge it, you are plagiarising and strong penalties apply. Whether it is intentional or
unintentional, it is an act of academic misconduct and the equivalent of intellectual
stealing.
Academic misconduct includes all forms of cheating, plagiarism, coercion, and lying. ECU
has a number of strategies in place that help identify when work has been plagiarised. You
must be very careful to ensure that you do not accidentally or intentionally plagiarise any
material at any stage.
The University regards academic misconduct of any form as unacceptable. The penalties
for an act of academic misconduct depend on the severity of the misconduct but can
include exclusion from the course or suspension from the University. If you have any queries
or concerns, talk to your tutor or lecturer. Staff are very keen to help students learn how to
use and acknowledge sources in the university work.
Referencing
ECU uses the APA referencing system and all assignments that cite material taken from
other sources should contain a reference to that work. You will need to learn all the rules of
referencing and we encourage accurate referencing in this unit. If you need more help,
you can download an ECU Web referencing guide from:
http://ecu.au.libguides.com/referencing.
Learning Consultants
If you are having difficulty with your studies or other aspect of your course and work, talk to
University staff and the School Learning Consultants:
https://blackboard.ecu.edu.au/webapps/blackboard/content/listContent.jsp?course_id=_
621262_1&content_id=_4308860_1&mode=reset.
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Format and Submission
A written assignment should be word processed with an assignment cover sheet containing:
a title page containing your name, student number, the assignment title and your
lecturer’s/tutor’s name. Since all assessments in this unit are designed to reflect workplace
and academic best practice, marks are awarded for literacy and presentation and the use
of references. In most cases, assignments will need to have a cover sheet attached that
has a signed declaration that the material submitted is your own work and all work taken
from other sources is properly acknowledged.
Repeating Material
Students may not repeat material across assessments in this course, nor repeat material
used in any other units. This ruling applies to all students at all times.
Backing Up of Assignments and Files
It is very important that students keep an electronic copy of all assignment files until after
they have received a grade and assessment. Sensible people will try to keep 2 copies of all
important computer data and computer files. The SAH system enables students to
temporarily store data to SAH drives but these drives cannot be relied upon 100% and
students are required to manage their own software backups. Several strategies are
suggested. Students are encouraged to purchase a USB thumb drive or two that can be
used for backup purposes. All SAH machines contain CD burners and students can bring
their own blank discs to use in these machines to backup their files.

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