Usability Engg - March
Usability Engg - March
COURSE HANDOUT
Part A: Content Design
Course Objectives
CO1 Understand the psychology underlying user-interface and usability design guidelines keeping in
mind human behavioural and perceptual capabilities and limitations that affect interface design.
CO2 Understand the basic principles of Goal-directed user interface design and standard patterns and
key modelling concepts involved in Visual interface design for software interfaces.
CO3 Understand development methodologies and lifecycle models for building user interfaces and
prototyping in user interface design and how to test them.
Text Books/References
About Face: The Essentials of Interaction Design by Alan Cooper, Robert Reimann, David Cronin.
T1
Christopher Nooessel, 4th Edition, WILEY
Don't Make Me Think, Revisited: A Common Sense Approach to Web and Mobile Usability (3rd
R1
Edition) Paperback by Steve Krug (Author), 3rd Edition
R2 The Design of Everyday Things (Revised and Expanded Edition) by Don Norman
Module Structure
No Title of the Module Ref.#
(Chap)
Usability Engineering: Introduction, Motivation and
M1 T2(C2), R1(C1)
Definitions
Designing for Usability: Industrial Design, Form vs Function,
M2 T1(C1), IM
Interaction Design
Usability Design Principles: Psychology of Human-Device
M3 T2(C5), R1, IM
Interaction, Design Heuristics, Gestalt Principles of Design
M4 Goal-Directed Design: Modelling of Users, Personas, Scenarios T1(C1-C5), R3, IM
T1(C12-13),
M5 Usability Design: Role of Metaphors, Idioms and Affordances
R1(C4)
LO1 Identify the user interface design rules that are based on human psychology of perception,
learning, reasoning, remembrance and human cognition.
LO2 Apply Goal directed design principles to create human-centred software interfaces.
LO3 Acquire the knowledge of various research techniques to recognize user needs and model them
with the help of personas.
LO4 Associate the standard patterns and principles to develop good design and test them.
LO5 Demonstrate how to design a good user interface with a mock-up tool.
As different Text books/Authors/Organizations adopt different words to refer to the same underlying concept
(albeit minor differences in semantics), without loss of generality we shall adopt the following words
synonymously during the course
Content Structure
A set of typical case-problems/products for study/design are presented here for students to apply their
knowledge on “Design for Usability.” Relevant materials are provided to students via shared folders.
[Instructors can enrich this list by adding more cases/projects from their own experience or as specified by
the students’ organization]
# ELC: Discussion/Assignment Topic/Case-study/Project
1 Walkthrough websites of Good & Bad GUI
Analyze the factors that contributed to the success of Nokia 3310 Feature phone which is staging a
2
comeback in 2017
3 Design Aadhar-enabled PoS machine for enabling all digital transactions in rural India
4 Discuss why Apple is considered more as a Design Company than a Technology Leader
. …
Suggested Reading Materials (attached): NNG Usability Heuristics; Normal Design Principles; Making
Considerate Software
(Note this is only suggested, students are free to browse any paper/book/internet source on the topic for
guidance on Usability).
Tools for Prototyping/Wire-frame Modelling: The following are the open-source/freeware tools or Demo
versions students can download and use for designing their mock-up GUI (screen prototypes of web/mobile
interfaces)
Assignments
▪ Each student is given an individual assignment on any of the topics discussed in the class;
Assignment Topics are based on practical problems experienced or part of work-items or
tools used by collaborating organizations
▪ Assignments are take-home and deadline-driven (typically of 2-4 weeks duration) announced
post Mid-semester examination
▪ Students to spend at least 16 hours of work in study, research, building prototypes, discussion
and preparation of the model/report and presentation.
▪ As part of deliverables for evaluation, the student is expected to demonstrate or prepare a
report and make a short-presentation in the class