CSIT332 Intro To Human Computer Interaction
CSIT332 Intro To Human Computer Interaction
05 062216
Colegio de San Juan de Letran-Calamba
Bucal, City of Calamba
4027 Laguna
SCHOOL OF COMPUTER STUDIES AND TECHNOLOGY
PROFESSIONAL EDUCATION
Course Code: CSIT332 Course Title: Intro to Human Computer Interaction
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 1 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
teachings and philosophy in thoughts, words, and deeds
6. Analyze complex problems and identify and define the computing requirements
needed to design an appropriate solution
7. Apply computing and other knowledge domains to address real-world problems
8. Design and develop computing solutions using a system level perspective
9. Utilize modern computing tools
10. Apply knowledge of computing fundamentals, knowledge of a computing
specialization, and mathematics, science, and domain knowledge appropriate for
the computing specialization to the abstraction and conceptualization of
computing models, from defined problems and requirements
11. Identify, analyze, formulate, research literature, and solve complex computing
problems and requirements reaching substantiated conclusions using
fundamental principles of mathematics, computing sciences and relevant domain
disciplines.
12. Apply mathematical foundations, algorithmic principles, and computer science
theory in the modeling and design of computer based systems, in a way that
demonstrates comprehension of the tradeoffs involved in design choices.
13. Apply knowledge and understanding of information security issues in relation to
the design, development and use of information systems
14. Design and evaluate solutions for complex computing problems, and design and
evaluate systems, components, or processes that meet specified needs with
appropriate consideration for public health and safety, cultural, societal, and
environmental considerations.
15. Create, select, adapt, and apply appropriate techniques, resources and modern
computing tools, to complex computing activities, with an understanding of the
limitations to accomplish a common goal.
16. Function effectively as an individual and as a member or leader in diverse teams,
and in multidisciplinary settings.
17. Communicate effectively with the computing community and with society at large
about complex computing activities, by being able to comprehend and write
effective reports, design documentation, make effective presentations, and give
and understand clear instructions.
18. Recognize the legal, social, ethical and professional issues involved in the
utilization of computer technology and be guided by the adoption of appropriate
professional, ethical, and legal practices.
19. Recognize the need, and have the ability to engage in independent learning for
continual development as computing professional.
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 2 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
CONSTRUCTIVE ALIGNMENT OF LETRAN GRADUATE ATTRIBUTES (GA), INSTITUTIONAL INTENDED LEARNING OUTCOMES (IILO), AND COURSE
INTENDED LEARNING OUTCOMES (CILO)
CILO*
GRADUATE ATTRIBUTES IILO
After completing this course, students must be able to:
Develop leadership in one’s field of
study.
A glocally competent leader
Adopt a multi-level view of the world.
A critical thinker
Exhibit skills in solving real-life
A technically skilled and innovative problems.
worker
CILO1: Develop appropriate user interfaces for domain specific applications
Articulate arguments clearly and
CILO2: Evaluate the effectiveness of a design of an application or product in
A sensible communicator sensibly.
solving domain-specific problems.
A lifelong learner Engage in research and continuous
learning.
An ethical and responsible citizen
Act prudently on matters affecting
A reflective steward of God’s one’s life.
Creation
Show Dominican values in caring for
the earth.
*Maximum of 6 CILOs per course or subject; must be of higher-order affective, cognitive and psychomotor skills (Taxonomy for Different Domains, Objectives
and Outputs, Faculty Handbook 2012-2015, pp. 333-336)
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 3 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
SUMMARY OF CILO, SUBJECT MATTER/TOPICS, AND COURSE REQUIREMENTS
COURSE INTENDED
LEARNING OUTCOMES
GRADING PERIOD AND (CILO) - KNOWLEDGE,
SUBJECT MATTER/TOPICS COURSE REQUIREMENTS
INCLUSIVE WEEKS SKILLS, & VALUES
(write nos. only e.g.
CILO1, CILO2, etc)
Assignment / Library Activity
Human Computer Interaction and Interaction Design Quizzes
Understanding and Conceptualizing Interaction Recitation
Cognitive Aspects Prelim Examination
PRELIMINARY GRADING CILO1 Social and Emotional Interaction
PERIOD CILO2 Introduction to Game Interface
1ST WEEK to 6TH WEEK
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 4 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
CSIT332
Course Number
Intro to Human Computer Interaction
Course Title
Computer Science
Curricular Area
This course is intended to introduce the student to the basic concepts of human-computer interaction. This will cover also the integration of theories
and methodologies from computer science, cognitive psychology, design, and other areas related to this field. The course will require students to do
case studies to exemplify the methods presented and to lend a context to the issues discussed. The student will gain principles and skills for
Course Description designing and evaluating interactive systems.
None
Pre-requisite
CSIT331L- Computer Programming II Lab
Co-requisite
2 hours a week
Time Allotment
2 units
Unit Credit
LUVIM M. EUSEBIO
GIMA B. MONTECILLO
ROSELLE R. BENGCO
CARLITO O. LOYOLA JR. ANGELICA M. AQUINO DR. CORAZON B. REBONG
DINALYN D. PERMEJO
Name and Signature of Signature over Printed Name of Signature over Printed Name of
Committee Chair (Academic Head/Chair/Co- Chair/Co-Chair/Academic Head/AVPA Academic Head/VPA
Chair/Faculty) and Members
Date Revised/Updated: ______________ Date: ______________ Date: ______________
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 5 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
2nd Week
Knowledge Understanding and Lecture and Discussion Recitation
Explain how to conceptualize Conceptualizing Interaction Work along exercise Exercise
interaction Conceptual Models Quiz
Interface Metaphors
Values Interaction Types
Attentiveness Paradigms, Visions, Theories,
Perseverance Models, and Frameworks
Participation
Patience
Terminal ILO
Introduce paradigms, visions,
theories, models, and
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 6 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
frameworks informing
interaction design.
Values
Attentiveness
3rd Week Perseverance
Participation
Patience
Terminal ILO
Explain what cognition is and
why it is important for
interaction design.
4th week
Knowledge Social Interaction Lecture and Discussion Recitation
Explain what is meant by Being Social Quiz
social interaction. Face-to-Face Conversations
Explain how emotions relate Remote Conversations
to behavior and user Telepresence
experience Co-presence
Terminal ILO
Understand the essential
knowledge needed in game
interface design process.
Terminal ILO
Understand the importance of
user-centered design process
for interactive system.
9th Week – 10th Knowledge Players play game through an interface Lecture and Discussion Recitation
Week Understand the goal of good Breaking down game interface Work along exercise Exercise
interface to games. The Loop of Interaction Quiz
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 9 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
Juiciness of game
Values Primality
Attentiveness Channels of Information
Perseverance
Participation The Look and Feel of Interface
Patience Define a look
Creating a Mock-Up
Terminal ILO Working with Logos
Develop a creative game Define a Color Scheme
interface design using Express yourself in design
different techniques. Research and Inspiration
Creativity versus Standards
Using Photographs and Illustrations
3D Solutions
Terminal ILO
Implementing basic design
principles in game interface
12th Week
Midterm Examination
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 10 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
INTENDED
LEARNING OUTCOMES (ILO) - Subject Matter/Topic Teaching-Learning Assessment Tasks
Timetable KNOWLEDGE, SKILLS, (SM/T) Activities (TLA) (AT)
& VALUES aligned with CILO
Knowledge Button States in Game Design Lecture and Discussion Library Activity
Understand the purpose of Controller Button States Importance of buttons in game
buttons in game interface PC Button States interface design.
design. Animated States What is focal point?
Workload Creating a focal point in game
Values Audio design
Attentiveness
13th Week
Perseverance Recitation
Participation
Patience
Terminal ILO
Identify different button
states needed for game
interface.
14th Week-15th
Week Knowledge Creating a Focal Point Lecture and Discussion Recitation
Understand the concept of The most important element Work along exercise Exercise
creating a focal point for art Size Variation Quiz
and design principle. Color
Understand the use of text to Value
set the mood of the game. Movement
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 12 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
CLASS POLICIES
Students’ Attendance
• Students are required to attend classes regularly and punctually starting from the first day of school.
• The maximum allowable number of absences per semester is not more than 20% of the school days except for valid reasons. A
student incurring absences beyond 20% of the number of school days is considered dropped from the subject unless otherwise
decided by the Academic Head.
• A student who incurs absences in class shall submit the accomplished admission slip to the teacher for him/her to be accepted in the
class.
• A student who arrives in class within 10 minutes after the start of the class schedule is considered "Late". Three instances of
tardiness without valid reasons are equivalent to one absent. A student who arrives in class beyond 10 minutes after the start of the
class is considered absent.
• Class hours lost by late enrolment are considered as absences.
• If the student has three tardiness or two absences with no valid reasons in one subject, he/she shall be referred to the Academic
Dean.
• Repetition of tardiness and absences in the same subject shall mean referral to the Guidance and Counseling Services Office.
• The faculty members/ the Dean’s Office shall inform the parent/ guardian of the student regarding the repetition of tardiness and
absences.
Quizzes, Major tests, and Lab Exercises
• 3-in-1 intervention is required every class meeting. 1st quiz shall be given before a new discussion starts as a review of past lessons,
2nd quiz shall be given after discussing the planned topic for the day, and 3rd quiz shall be given at the end of the class.
• A major test is always announced and will be given on the scheduled dates of examination.
• Special quiz could be given within 7 calendar days only, for those with valid reasons.
• Special examination may be given to a student who missed a major examination upon presentation of a special examination permit
from the Academic Head. A corresponding fee amounting to P100.00 per course must be paid at the Cashier’s Office for the
preparation of the new set of examination. The examination must be taken not sooner than seven (7) calendar days after the
approval of the application for special examination but before the start of the next periodical examination. A payment slip must be
secured from the Dean’s Office. The special examination permit shall be presented to the Faculty Member prior to the administration
of special examination (AR:00-00-QP-30 Art 5, Sec 5.2.9).
Assignments/Projects /Research/Library Activity
• Instructions on how to submit assignments/projects/laboratory exercise will be stipulated.
• All projects are due on the date and time specified. Otherwise, a deduction will be given for the non-compliance.
• For assignment, it should be submitted before the class starts otherwise will not be accepted; references should always be written or
cited.
• Students should utilize the resources at the library when doing their assignment.
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 14 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
REFERENCES Books:
* copyright (five years old)
* with at least three EBSCO/ Major References:
on-line or print journal articles 1. Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: beyond human-computer interaction. (4th ed.). Chichester, West Sussex,
United Kingdom: John Wiley & Sons Ltd.
2. Brejcha, J. (2015). Cross-cultural human-computer interaction and user experience design: a semiotic perspective. Boca Raton, FL:
CRC Press/Taylor & Francis Group.
3. Lightbown, D. (2015). Designing the user experience of game development tools. Boca Raton: CRC Press.
4. Fullerton, T. (2014). Game design workshop: a playcentric approach to creating innovative games. (3rd ed.). Boca Raton, Florida: CRC
Press/Taylor & Francis
5. Stanley Harmon.(2016). Human-computer interaction : design, developments and applications.
6. Forest Hills, NY : Willford Press, [2016]
EBSCO Journals
1. Cockrell, R. C., & An, G. (2018). Examining the controllability of sepsis using genetic algorithms on an agent-based model of systemic
inflammation. Plos Computational Biology, 14(2), 1-17. doi:10.1371/journal.pcbi.1005876
2. Benford, S. …et. al. (2015). The ethical implication of HCI’s turn to the cultural. ACM Transactions on Computer-Human Interaction. 22
(5): 24.1-24.37
3. Tu, H., Ren, X., and Zhai, S. (2015). Differences and similarities between finger and pen stroke gestures on stationary and mobile
devices. ACM Transactions on Computer-Human Interaction. 22 (5):22.1-22.39
EVELYN P. NABUS
Noted by: Chief Librarian
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 15 Collegiate Syllabus Format
AR:00-00-PW-26
AR:00-00-FO-85 rev.05 062216
GRADING SYSTEM
A. PRELIM/MID-TERM/INITIAL FINAL GRADE
PG/MG/PFG= Major Exam (50%) + Long Quiz (25%) + Short Quiz (15%) + Assessment Tasks (10%)
The periodical grade is rounded up to the nearest two decimal places before it is transmuted to grade point equivalent with 1.00 as the highest and 5.00 as the lowest.
Major Examination in the Pre-final period shall cover topics discussed from Prelim to Pre-final period.
B. FINAL GRADE
The final grade is rounded up to the nearest two decimal places before it is transmuted to grade point equivalent with 1.00 as the highest and 5.00 as the lowest.
References: AR:00-00-QP-53
AR:00-00-PW-17; AR:00-00-PW-19; 16 Collegiate Syllabus Format
AR:00-00-PW-26