Course syllabus for Graphical interfaces

Course syllabus adopted 2023-02-02 by Head of Programme (or corresponding).

Overview

  • Swedish nameGrafiska gränssnitt
  • CodeDAT595
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingUG - Pass, Fail

Course round 1

  • Teaching language English
  • Application code 23126
  • Maximum participants70 (at least 10% of the seats are reserved for exchange students)
  • Open for exchange studentsYes

Credit distribution

0123 Project 4 c
Grading: UG
4 c
0223 Laboratory 1.5 c
Grading: UG
1.5 c
0323 Take-home examination 2 c
Grading: UG
2 c

In programmes

Examiner

Go to coursepage (Opens in new tab)

Eligibility

General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Specific entry requirements

English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Course specific prerequisites

To be eligible for the course the student must have a Bachelor degree of 180 credits. Additionally, the course TDA289 Human - computer interaction, 7.5 credits, or the equivalent is required. It is recommended that students completed the course CIU175 Prototyping in interaction design.

Aim

After the course, you should be able to design a relatively complex graphic user interface, and be able to provide a valid design rationale for it.

Learning outcomes (after completion of the course the student should be able to)

Knowledge and understanding

  • decide on how and when to use different graphical interface elements
  • decide on how to use keypaths and scenarios to create an interaction sequence
  • utilize commonly used interaction design solutions for graphical interfaces
  • re-design an existing user interface, and decide on which part of the existing design solution needs to be changed and in what way

Skills and abilities

  • Design a graphical user interface adapted to a specific use and user in terms of: layout, interaction sequence, correct use of controls and look and feel.
    Design a graphical user interface which is manipulated via mouse and keyboard
    Design a graphical user interface for a touch-based interaction
    Verbally and in short written form present their design and motivate design decisions
    Evaluate usability and user experience in a graphical user interface

Judgement and approach

  • Solve interaction design problems related to graphical interfaces and motivate your solutions
    Design a relatively complex graphical interface, and be able to provide a valid design rationale for it.
    Being able to select and apply previouly existing design solutions to new graphical interfaces.
    Being able to, from a scenario, extract a users needs.

Content

Content includes, but is not limited to:

  • Commonly used interaction design solutions in graphical interfaces
  • Designing for users on different levels (e.g. beginners vs. experts)
  • Designing interaction sequences
  • Layout of graphical user interfaces;
  • Designing look and feel; using color, text and graphics
  • Correct use of graphical user interface elements such as controls, toolbars, menus, dialogues etc.
  • The difference between regular user interfaces and touch-based interfaces. 

Organisation

The course is highly practical. Lectures and literature give a theoretical foundation, but this theory is immediately put into practice. When practicing, focus is upon motivating, making and analyzing the design decisions made. Most of the work is done in groups of various sizes but there is also a significant amount of individual work. The group project is done as a role-play with internal or external client as stakeholder.

Literature

"About Face - The Essentials of Interaction Design" by Cooper et al, Wiley, 2014, fourth edition.

Examination including compulsory elements

The course is examined through three modules, namely:
  • Group-based lab exercise (Fail, Pass)
  • Home exam, (Fail, Pass)
  • Individual design project (Fail, Pass)
To pass the course, one has to pass all parts of it.

The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.