Human-centered design consists of three phases.
In the Inspiration Phase you’ll learn directly from the people you’re designing for as you immerse yourself in their lives and come to deeply understand their needs.
In the Ideation Phase you’ll make sense of what you learned, identify opportunities for design, and prototype possible solutions. And in the Implementation Phase you’ll bring your solution to life, and eventually, to market.
And you’ll know that your solution will be a success because you’ve kept the very people you’re looking to serve at the heart of the process.

On a practical level, this course will be built around theoretical and practical implications for a user-centred perspective on the development of computerized information systems. Topics include user participation, alternative development methodologies, End-user computing (EUC) refers to approaches to computing that better integrate end users into the computing environment by with systems that enable non-programmers to create working applications. EUC can range in complexity from clicking buttons, to writing scripts, to modifying and executing code directly.end-user computing, prototyping techniques, computer supported cooperative work (CSCW) refers to the way people work in groups supported by various computational technologies.computer supported cooperative work. Emphasis on the development of systems at the workgroup level using common software packages.

An approach to design grounded in understanding the real-world practices of users and user communities. Includes traditional design practices, visual literacy and the design science of human-computer interaction, graphics, and information visualization.

Specific design practices include: Principles of ecological design include: (1) meeting needs of humans and their economy; (2) sustaining the integrity both natural and managed ecosystems; (3) the emulation of nature in the design of management systems; (4) making progress to a sustainable economy through renewable resources, recycling, and efficient use of materials and energy; (5) using ecological economics (or full-cost accounting) that considers resource depletion and environmental damage; (6) conserving natural ecosystems and indigenous biodiversity; and (7) increasing environmental literacy to build social support for sustainable development, resource conservation, and protection of the natural world.
Shu-Yang, Fan, Bill Freedman, Raymond Cote. 2004. "Principles and practice of ecological design." Environmental Reviews, 2004, Vol. 12, No. 2 : pp. 97-112 (https://doi.org/10.1139/a04-005)
ecological design
, participatory design, user-centered design, contextual design, etc. A variety of qualitative and quantitative evaluation methodologies will be covered in the context of a usability engineering and user-centred approach.

INF2169 User-Centred Information Systems Development
Theoretical and practical implications for a user-centred perspective on the development of computerized information systems. Topics include user participation, alternative development methodologies, End-user computing (EUC) refers to approaches to computing that better integrate end users into the computing environment by with systems that enable non-programmers to create working applications. EUC can range in complexity from clicking buttons, to writing scripts, to modifying and executing code directly.end-user computing, prototyping techniques, computer supported cooperative work (CSCW) refers to the way people work in groups supported by various computational technologies.computer supported cooperative work. Emphasis on the development of systems at the workgroup level using common software packages.

KMD2001 Human-Centred Design
An approach to design grounded in understanding the real-world practices of users and user communities. Includes traditional design practices, visual literacy and the design science of human-computer interaction, graphics, and information visualization. Specific design practices include: Principles of ecological design include: (1) meeting needs of humans and their economy; (2) sustaining the integrity both natural and managed ecosystems; (3) the emulation of nature in the design of management systems; (4) making progress to a sustainable economy through renewable resources, recycling, and efficient use of materials and energy; (5) using ecological economics (or full-cost accounting) that considers resource depletion and environmental damage; (6) conserving natural ecosystems and indigenous biodiversity; and (7) increasing environmental literacy to build social support for sustainable development, resource conservation, and protection of the natural world.
Shu-Yang, Fan, Bill Freedman, Raymond Cote. 2004. "Principles and practice of ecological design." Environmental Reviews, 2004, Vol. 12, No. 2 : pp. 97-112 (https://doi.org/10.1139/a04-005)
ecological design
, participatory design, user-centered design, contextual design, etc. A variety of qualitative and quantitative evaluation methodologies will be covered in the context of a usability engineering and user-centred approach.

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Masters of Information Learning Objectives

  1. Students understand and are conversant with fundamental concepts, theories, practices, and the diverse horizons of information disciplines, and can respond to changing information practices and needs of society.
  2. Students develop knowledge and values appropriate to their future exercise of economic, cultural, and/or social leadership, and thereby provide leadership in defining the social responsibility of information professionals to provide information services for all, regardless of age, educational level, or social, cultural, or ethnic background.
  3. Students develop the ability to contribute through research and publication, to the continuous expansion and critical assessment of the body of knowledge underlying the information and archives sciences.
  4. Students develop an understanding of the development of theory concerning information, where it is found, and how it is used.
  5. Students develop an understanding of the application of new technological developments to the preservation and communication of information, and in the identification of the impact of such developments on society.
  6. Students continue in life-long intellectual growth beyond graduation.

McArthur Syllabus
Theme: Games

  1. Evidence-based approach to games design
  2. Research methods
  3. Cognitive science
  4. Value-added approach: what features improve game?
  5. Cognitive consequences approach: what is learned from gaming?
  6. Media comparison approach: games>conventional media?
  7. Accessible game design
  8. Future of resesarch

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Munteanu Syllabus

  1. UXD in the wild
  2. Formal methods: contextual inquiry, ethnographies, task analysis
  3. Qual/quant UX: open coding and grounded theory
  4. Ethics
  5. Participatory design and stakeholders
  6. Formal evaluation methods
    1. Experiments
    2. Fitt's Law (or this video)
    3. Parametric/nonparametric testing
    4. Statistics
    5. Subjective and objective UX data
    6. Industry methods