Base Knowledge
Not applicable.
Teaching Methodologies
The teaching–learning process is grounded in the use of active learning methodologies, emphasizing student participation and the collaborative construction of knowledge. Resources such as a video projector, whiteboard, and guided web-based research, including the use of Generative Artificial Intelligence are employed and integrated into pedagogical strategies, including Project-Based Learning (PBL), Think–Pair–Share, and other collaborative learning dynamics.
Course content is developed through problem- and project-based activities grounded in contemporary examples, enabling students to apply concepts in real-world or professionally relevant contexts. Throughout the classes, continuous assessment of learning is promoted through guided questioning, small-group discussions, plenary sharing of ideas, and critical dialogue.
A strong practical component is embedded in the course through individual and group assignments, fostering active student engagement, the development of critical thinking skills, and responsibility in the co-construction of knowledge, thereby reinforcing learner autonomy and meaningful learning.
Learning Results
Understand the importance and AppIy the knowIedge of the Human Perception System, the Cognitive System and the Motor System to design systems taiIored to the user needs. Understand, AppIy and AnaIyse MentaI and ConceptuaI ModeIs and define the most important features for the success of an interaction. ExpIain and understand the usefuIness of metaphors in the interface. Define the Interaction Modes and the Interaction StyIes. Know, AppIy and AnaIyse the principIes of good interaction design and graphic design. Understand the importance and AppIy Task AnaIysis and User AnaIysis for the success of an interactive system. Know, AppIy and Test the ruIes of Heuristic EvaIuation, Predictive Assessment and EmpiricaI Methods, in the evaIuation of interactive systems. Describe and present the prototype of a project, being abIe to convincingIy expIain why the project is good. Present and expIain the deveIoped projects. FoIIow and understand the evoIution of interaction mechanisms.
Program
I. Introduction Concepts
II. Human Factors
III. Psychology of Everyday things
IV. Interaction Models
V. Interaction Design
VI. Project
VII. Usability and Accessibility
VIII. Evaluation
Curricular Unit Teachers
Anabela de Jesus GomesGrading Methods
Exam (8 Values)
Multiple choice open book with a limit of one hand-written A4 sheet
Practical works (11 Values)
Practical works will only have a single assessment and cannot be targeted for improvement and are performed in groups of 2 students.
TP1 (1 Val.): Delivery and Presentation in the1st and 2nd practical class, respectively
TP2 (1,5 Val.): Delivery and Presentation in the 3rd and 4th practical class, respectively
TP3 (2,5 Val.): Delivery at the end of 6th class week
TP4 (6 Val.): Delivery at end of the 12nd class week and presentation to be combined
With the exception of TP4, the assignments (TP) will be carried out during practical classes.
Activity to be carried out in theoretical classes (1 Val).
In order to pass, it is necessary to achieve at least 40% in the following evaluation components (Total Practical works, TP4 and Exam).
There will be a bonus of 1 Val. to be added to the total grade for participating in different activities, to students who attend at least 2/3 of the theorectical classes.
Internship(s)
NAO
Bibliography
Main Bibliography:
Johnson, J. (2020). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines 3rd Edition. . Cambridge, MA: Elsevier/Morgan Kaufmann. ISBN: 978-0128182024. (Cota 1A-9-177)
Sharp, H., Rogers, Y. & Preece, J. (2015). Interaction Design: Beyond Human-Computer Interaction. United Kingdom: John Wiley & Sons Ltd. ISBN: 978-1119020752 (Cota 1A-12-76)
Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N. & Diakopoulos, N. (2016). Designing the User Interface: Strategies for Effective Human-Computer Interaction. Boston: Pearson/Addison. ISBN: 0-321-26978-0 (Cota 1A-12-115)
Dumas, J. & Redish, J. (1999). A practical guide to usability testing. United Kingdom: Exeter, Intellect Books. ISBN: 9781841500201 (Cota 1A-12-74)
Krug, S. & Black, R. (2014). Don’t make me think. A Common Sense Approach to Web Usability. Berkeley, CA: New Riders. ISBN: 978-0321965516 (Cota 1A-12-73)
Complementary Bibliography:
Dix, A., Finlay, J., Abowd, G. & Beale, R. (2003). Human-Computer Interaction. England: Prentice-Hall Europe. ISBN: 978-0130461094 (Cota 1ª-12-76)
Moggridge, B. (2007). Designing Interactions. Cambridge, MA: The MIT Press. ISBN: 978-0-262-13474-3 (Cota 1A-12-77)
Norman, D. (2013). The Design of Everyday Things. New York: Basic Books. ISBN: 978-465-06710-7 (Cota 1A-12-78)
Tullis, T. & Albert, W. (2013). Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Cambridge, MA: Elsevier/Morgan Kaufmann. ISBN: 978-0124157811 (Cota 1A-12-118)
Raskin, J. (2000). The Humane interface: new directions for designing interactive systems. Boston: Addison-Wesley. ISBN: 978-0201379372 (Cota 1A-12-19)
Holtzblatt, K. & Beyer, H. (2016). Contextual Design, Second Edition: Design for Life (Interactive Technologies). Cambridge, MA: Elsevier/Morgan Kaufmann. ISBN: 978-0128008942
Bouck, E. (2016). Assistive Technology. Berkeley, CA: Sage Publications Inc. ISBN: 978-1483374437
Clerc, M., Bougrain, L. & Lotte, F. (2016). Brain-Computer Interfaces 1: Methods and Perspectives (Cognitive Science). United Kingdom: John Wiley & Sons Ltd. ISBN: 978-1483374437
Doush, I. (2010). Software Assistive Technologies for the Blind and Visually Impaired: Guidelines for Building Accessible and Usable Interfaces, a Review of Assistive Technologies and Accessibility Problems. Saarbrücken: VDM Verlag Dr. Müller. ISBN: 978-3639280326