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CSIT332 Intro To Human Computer Interaction

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CSIT332 Intro To Human Computer Interaction

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Kim Andres Layag
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© © All Rights Reserved
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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

Institutional Mission (IM)


Institutional Vision (IV)
We, the Colegio de San Juan de Letran-Calamba,
In a Culture of Conscience, Discipline,
a Catholic educational institution, commit ourselves to
and Excellence,
the total human development and
we envision Letran-Calamba
better quality of life of our
as a university,
students, faculty, and employees
a center of Science and Technology,
and the promotion of a genuine community
as well as a vital formation center in the religious and
through an education that is
socio-economic development of the region.
Filipino, Dominican, and Christian in orientation.

Departmental Mission (DM)


Departmental Vision (DV)
The school commits itself to prepare students with Information
The School of Computer Studies and Technology envisions itself as a Center of Communications Technology pedagogy and computing skills for their
Development in Information Technology Education by year 2021, sustaining its productive ICT careers in the industry, academe, and government, and
commitment by producing faith-centered, competitive, and well equipped students. continuously contribute to the development of community through
technological leadership that is Filipino, Dominican and Christian orientation.

Program Outcomes (PO)


Program Educational Objectives (PEO)
Upon completion of BS Computer Science (BSCS), the graduate, who is trained in a
Three to five years after graduation, the BS Computer Science (BSCS) alumni shall: culture of conscience and excellence with Filipino, Dominican, and Christian in
orientation, must be able to:
1. Globally competent, innovative, and socially and ethically responsible computing
professionals engaged in life-long learning endeavors inspired by Dominican culture 1. Articulate and discuss the latest developments in the specific field of practice
of Conscience, Discipline, and Excellence; 2. Act in recognition of professional, social, and ethical responsibility
2. Contribute to the country’s national development goals; and contribute to the 3. Preserve and promote Filipino historical and cultural heritage (based on RA No.
improvement of quality of life through technological and/or innovative solutions. 7722)
4. Participate in various types of employment, development activities, and public
discourses, particularly in response to the needs of the communities one serves
5. Manifest strong commitment and conviction to the Christian and Dominican

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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.

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CONSTRUCTIVE ALIGNMENT OF LETRAN GRADUATE ATTRIBUTES (GA), INSTITUTIONAL INTENDED LEARNING OUTCOMES (IILO), AND COURSE
INTENDED LEARNING OUTCOMES (CILO)

Course: CSIT332- Intro to Human Computer Interaction

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)

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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

Assignment / Library Activity


Planning Menu Flow Quizzes
The User-Centered Design Process Recitation
The Look and Feel of your Interface Midterm Examination
CILO1 Basic Design Principles
MIDTERM GRADING PERIOD
CILO2
7th WEEK to 12TH WEEK

Assignment / Library Activity


Button States Quizzes
Creating a Focal Point Recitation
CILO1 Using Text in your Interface Final Examination
FINAL GRADING PERIOD
CILO2 Using Animations and Icons
13th WEEK to 18TH WEEK
Designing the HUD

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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

Effectivity Date A.Y. 2018-2019 - A.Y. 2020--2021


Prepared by: Reviewed by: Approved by:

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: ______________

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PRELIMINARY GRADING PERIOD


INTENDED
LEARNING OUTCOMES (ILO) - Subject Matter/Topic Teaching-Learning Assessment Tasks
Timetable KNOWLEDGE, SKILLS, (SM/T) Activities (TLA) (AT)
& VALUES aligned with CILO

Knowledge Class Orientation Lecture and Discussion Library Activity


 Explain the difference  Syllabus  What is Human Computer
between good and poor  Class Policies Interaction and Interaction Design
interaction design.  Grading System  Interaction Types
 Institutional Objective and  Paradigms, Visions, Theories,
Values Principles Models, and Frameworks
 Attentiveness  PEO and PO
 Perseverance Recitation
1st Week
 Participation Human Computer Interaction and
 Patience Interaction Design
 Good and Poor Design
Terminal ILO  Human Computer Interaction
 Describe the purpose of HCI  Interaction Design
and Interaction Design  The User Experience
 The Process of Interaction Design

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
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frameworks informing
interaction design.

Knowledge Cognitive Aspects Lecture and Discussion Recitation


 Define different cognitive  What is Cognition Work along exercise Exercise
framework.  Cognitive Framework

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

Values Emotional Interaction


 Attentiveness Emotions and the User Experience
 Perseverance Expressive Interfaces
 Participation Annoying Interfaces
 Patience Detecting Emotions and Emotional
Technologies
Terminal ILO Persuasive Technologies and
Behavioral Change
 Discuss how social media
Anthropomorphism and
have changed the ways in
Zoomorphism.
which people keep in touch,
make contact, and manage
their social and working lives.
 Describe how technologies
can be designed to change
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people’s attitudes and
behavior.

Knowledge Introduction to Game Interface Lecture and Discussion Recitation


 Explain the importance of  The Importance of Interface Work along exercise Exercise
interface design in game  Real-life Game Development
development.  Working with a team
 A Career in Video Games
Values  The Publisher/Developer
 Attentiveness Relationship
5th Week  Perseverance
 Participation
 Patience

Terminal ILO
 Understand the essential
knowledge needed in game
interface design process.

6th Week Preliminary Examination

MIDTERM GRADING PERIOD

Timetable INTENDED Subject Matter/Topic Teaching-Learning Assessment Tasks


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LEARNING OUTCOMES (ILO) -
KNOWLEDGE, SKILLS, (SM/T) Activities (TLA) (AT)
& VALUES aligned with CILO

Knowledge Planning Menu Flow Lecture and Discussion Library Activity


 Identify different game design  Why Is Planning so Valuable  What is user-centered design
goals.  Creativity in Planning  Phases of user-centered design.
 Interface Planning Helps Game Design
Values  Game Design Goals Recitation
 Attentiveness  Charting Methods
 Perseverance  Button Types
7th Week
 Participation  Common Menu Screens
 Patience  Simplicity versus Depth
 Planning for Heads Up Display (HUD)
Terminal ILO
 Understand the vital role of
planning to a successful
interface.

Knowledge The User-Centered Design Process Lecture and Discussion Recitation


 Identify the phases of user-  Phases of the User-centered design Work along exercise Exercise
centered design process. process Quiz
 Power of Pre-visualization
Values  Getting to a better user experience faster
 Attentiveness
 Perseverance
8th Week
 Participation
 Patience

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
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 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

Knowledge Basic Design Principles Lecture and Discussion Recitation


 Understand the use of color  Visual Organization Work along exercise Exercise
harmony in interface.  Unity and Variation
 Negative Space
Values  Movement
 Attentiveness  Balance and Weight
11th Week
 Perseverance  Odd Numbers
 Participation  Dividing and Image
 Patience  Intersections

Terminal ILO
 Implementing basic design
principles in game interface

12th Week
Midterm Examination

FINAL GRADING PERIOD

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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

Values Using Text in Game Interface


 Attentiveness  Using Text Wisely
 Perseverance  Type Anatomy
 Participation  Font Choice
 Patience  Know your Fonts
 Creating a game fonts
Terminal ILO  Icon on Fonts
 Develop a game interface  Fonts Effect
that helps user to know
where to look and what to
do.
References: AR:00-00-QP-53
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 Improve the design of
interface using different font
techniques.

Knowledge Using Animations and Icons Lecture and Discussion Recitation


 Understand basic animation  Movement Work along exercise Exercise
principles for game interface  How Animation Works Quiz
design  Key Frames and Tweening
 Animation Principles
Values  Using Icons instead of Text
 Attentiveness
 Perseverance Designing the Heads-Up Display (HUD)
16th Week-17th
Week  Participation Screen Space
 Patience Legibility
Eye Movement
Terminal ILO Ease of Use
 Incorporate the use of Icons
as a means of
communication in the
interface.
 Use HUD in game interface
to improve gameplay.

18th Week Final Examination

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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.

Cheating and plagiarism


• Any form of cheating caught will get necessary action in accordance to the Colegio’s rules and regulations.
• Submitted assignments/case analyses/research paper when proven that used the exact words taken from any books, websites or
blogs without correctly acknowledging the author will definitely get a grade of 50%.
Uniform
• All are required to wear the prescribed uniform with ID.
• NO earrings for male, No excessive hair style.
• No plunging neckline and macro skirt for girls.
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• Cellular phones and any electronic devices must be turned-off or put into silent mode while class is in session.
Computer Laboratory Safety Rules
• No student will be allowed to enter the laboratory premises without the faculty member or facilitator.
• Faculty members must secure a Laboratory Monitoring Sheet from the security guard on duty.
• The laboratory monitoring sheet must be accomplished by the faculty and students and returned to the guard on duty after the class.
• Faculty member must check the presence/absence of the major computer peripherals before and after the class session.
• All faculty members during class hours are required to be in their respective classrooms to avoid accidents or untoward incidents.
• No one is allowed to alter the configuration setting of any laboratory facility without proper authorization from the Management
Information Systems Department (MISD).
• Equipment and cables are moved by authorized personnel only. Users must not attach/install personal hardware or software to the
computer laboratory network without permission from the faculty member or Information Technology Service(ITS) Technical
Assistant
• Any malfunction or damage in terminals used must be immediately reported to the ITS Technical Assistant and noted on the
laboratory monitoring sheet.
• Chewing gum, eating, drinking, smoking, and any form of vandalism are prohibited inside the laboratory.
• Playing games is not allowed inside the laboratory. Games encompass computer related games, card, and other games that may
disturb the classes.
• Cellular phones should be in silent mode before entering any computer laboratory.
• Use of music/video players or any similar equipment is strictly prohibited.
• Any conduct or activity, which disturbs the laboratory environment, is not allowed. The faculty member is responsible for the behavior
of his/her class.
• Exhibiting hostile or threatening behavior such as yelling, swearing, or disregarding request made by the faculty member or
facilitator shall not be tolerated;
• Display of personal affection inside the laboratory is not allowed; and
• Anyone causing a continual disturbance will be asked to leave the laboratory. If the offense done is serious enough, the faculty or
facilitator will call the Office of the Student Affairs for assistance
• Deletion/addition of new application without official approval is strictly prohibited.
• Computer hardware should be intact. Removal or change of hardware from one unit to another is not allowed.
A student who has violated any of the preceding regulations will be immediately reported to the Student Affairs and Development
Department (STADD).

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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

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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.

Assessment Task Components:

Component Weight Rubrics (if any)


Attachment x
Attachment x

Major Examination in the Pre-final period shall cover topics discussed from Prelim to Pre-final period.

B. FINAL GRADE

FG= PG (30%) +MG (30%) + PFG (40%)

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.

PROFESSOR’S CONTACT INFORMATION Name :


AND CONSULTATION HOURS Email Address :
Contact Number :
Consultation Hour :
Consultation Venue :

References: AR:00-00-QP-53
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