Type of Credit: Elective
Credit(s)
Number of Students
This course aims to help students understand the interaction process between people and products through lectures and assignments, so they can understand how to design the best interaction experiences with digital media. The word “products” here refers to all objects, digital contents, or services in our environment.
The course consists of these units:
Note: This course will be taught in English.
能力項目說明
Upon completion of the course, students will
The following schedule explains the basic structure of the course. The actual content of each week may be adjusted each semester. Also, this cousre requires a total of 64.5 hours of workload outside the classroom, which includes group discussion, homework, and presentation online, thus fulfilling the Ministry of Education's stupid mandate to "fit a 18-week course into 16 weeks."
Week |
Topic |
Content |
Activities |
Workload Expectation |
1 |
Introduction of the course |
What is interaction? Introduction to Human-Computer Interaction Course Requirements Ground rules Grades and projects
|
Lecture |
3 |
2 |
Communication and HCI |
Basic communication theories Mechanisms of dialogues Cooperative principles Common ground Similarities and differences of Human-system interaction
|
Lecture |
3 |
3 |
The Psychological Basis of HCI |
Vision Attention Memory What is “intuitive”? Laws of Human Factors
|
Lecture; homework |
4.5 |
4 |
Basic Concepts of Interaction |
System image Three levels of response Metaphor Mental models Basic interface cues Prevent unwanted interactions Seven stages of processes distributed cognition
|
Lecture |
3 |
5 |
Human Errors |
Mistakes Slips Revisiting seven-stage processes social pressure Swiss Cheese model
|
Lecture; |
4.5 |
6 |
Emotion |
What is emotion? Theories of emotion Hedonics hierarchy Fluency of behavior Kansei engineering
|
Lecture |
3 |
7 |
Design Research |
Basic understanding before interface design HCI research methods Qualitative method Quantitative method Then what?
|
Lecture; homework |
6 |
8 |
Task Analysis and Use Cases |
Analysis of behavior Task analysis Use Cases User interface components
|
Lecture; homework |
4.5 |
9 |
Information Architecture |
What is architecture? Basic principles of IA Organize/Tab/Navigate/Search Meta data IA and eco system
|
Lecture; homework |
4.5 |
10 |
Attitude and Characters |
Attitudes of interfaces Building characters Good behavior From novice to power users
|
Lecture; homework |
4.5 |
11 |
Prototype |
What is a prototype? Prototype of interfaces Types of prototypes
|
Lecture; homework |
4.5 |
12 |
Evaluation |
Objectives of evaluation Cognitive assessment different assessment methods A/B Testing misuse of assessment
|
Lecture; homework |
4.5 |
13 |
Metaverse |
Augmented reality, AR Definition and architecture Virtual reality, VR Real meaning of VR
|
Lecture |
3 |
14 |
BCI and AI |
Brain-computer interface, BCI Artificial intelligence, AI Impacts of AI Human-agent interaction, HAI Trust in HAI
|
Lecture |
6 |
15 |
AI UX Tools |
Project Activities with AI Tools |
Discussion |
6 |
16 |
End-of-Term Poster Session |
Poster session to present the final products of your project
|
Poster Session |
0 |
The total score of 100 points will be the accumulation of these activities:
E-Books recommended, available on Kindle
The Design of Everyday Things
Emotional Design: Why We Love (or Hate) Everyday Things
Information Architecture: For the Web and Beyond, 4th Edition
About Face: The Essentials of Interaction Design 4th Edition