II. PURPOSE OF THE COURSE
This course will provide opportunities for students to extend their
knowledge, and provide hands-on experience in creating GUIs. This course is a precursor to
the Visual Basic course where students will implement the knowledge gained in this course
to create windows applications. The student will also find this course very useful in
developing World Wide Web sites.
III. OBJECTIVES OF THE COURSE
Upon completion of the course the student will have:
Understood the basic principles of human cognition as related to the
use of graphical user interfaces.
Learned the principles underlying graphical user interfaces.
Acquired knowledge of evaluation methods for graphical user interface
designs.
Applied the principles learned to a practical design problem.
IV. PROCEDURES
Teaching strategies will include readings, lectures, student participation,
demonstrations, laboratory experiences, assignments, and projects.
V. STUDENT ACTIVITIES
This outline is not meant to be
an exhaustive list of all the subjects covered but a general guide to the course and what
will be covered. Subjects will be added (or deleted) as time dictates and as the course
evolves.
Introduction to GUI
What is a graphical user interface?
What is the difference between a graphical user interface and a
character oriented one?
What are the possibilities and restrictions of graphical user
interfaces?
B. Task-Centered Design
What is the task-centered design process and how to use it to
develop effective user interfaces.
Reading: Chapter 1
C. Getting to Know Users and Their Tasks
Know your users before you begin development.
Reading Chapter 2
D. Creating the Initial Design
Steal from the best and use what your potential users are familiar
with.
Modify what you find to work better on your system
Geometrical and Movement Arguments to be aware of
Design Principles
Reading Chapter 3
E. Evaluating the Design Without Users
Three approaches: a. Cognitive Walkthrough, b. action analysis, c.
heuristic evaluation.
Reading Chapter 4
F. Testing Design With Users
Choose users carefully
Select tasks you wish them to complete carefully
Test early with mockups instead of completed prototypes
If necessary use the Wizard of Oz approach
Thinking Aloud
Reading Chapter 5
G. User Interface Management and Prototyping Systems
Object Oriented Programming
Event-Driven Programs
Interapplication Communication
Visual Basic
Features to look For in a UIMS