CS411-Human-computer Interaction
CS411-Human-computer Interaction
SDSSU believes that higher education is an instrument for the improvement of life through democratized access to quality education in the development of a well-rounded person.
VISION
MISSION
SDSSU shall provide competency-based higher education through transformative instruction, relevant research, sustainable extension and production responsive to local, regional
and global trends.
CORE VALUES
Competence
A combination of observable and measurable knowledge, skills, abilities, and personal attributes that contribute to enhance SDSSU employee and student performance
and ultimately result in organizational success.
Accountability
Responsibility for own actions, decisions and commitment to accomplish work in an ethical, efficient, cost-effective and transparent manner manifesting the value of sound
stewardship in the wise use of resources for common good.
Responsiveness
A prompt action, consistent communication, quality information, and a focus on providing a superior experience to stakeholders.
Excellence
The quality spectrum at exceptional levels demonstrated by learning outcomes and the development of shared culture of quality consistent with the vision, mission and
goals of University.
Service
Dedication for a continuous improvement of services, stakeholder’s relationships and partnership which stresses interdependence and collaboration for a sustainable
success of clients and their communities in helping build a just, peaceful, stable and progressive Filipino nation.
SDSSU CARES…
These core values are not descriptions of the work we do, nor the strategies we employ to accomplish our University vision. They are the core values that underlie
our works and interactions as we internalize responsibilities to fulfil our mission. They are the basic elements of how we go about our work and how we deal with stakeholders,
molds students to become competent, innovative, globally competitive and service-oriented.
PROGRAM GOALS
The BSCS graduates are expected to become globally competent, innovative and socially and ethically responsible computing professionals engaged in life-long learning
endeavors. They are capable of contributing to the country’s national development goals.
Deliver relevant, interactive and experiment IT education with academic standards by academically qualified faculty.
Continually involve research activities which enhance the quality of instruction and contribute to the literature of Information Technology.
Provide linkages and opportunities for the involvement of the faculty and students with IT community.
Develop a sense of social citizenship, ethical behavior and respect for diversity.
Develop among students a pioneering spirit to establish trends in their respective fields and to contribute right solutions and activities which enhance the economic vitality of
the region and country.
PROBLEM ANALYSIS CS02 Identify, analyze, formulate, research literature, and solve complex computing
problems and requirements reaching substantiated conclusions using fundamental Enabling
principles of mathematics, computing sciences, and relevant domain disciplines.
CS03 An ability to apply mathematical foundations, algorithmic principles and computer
science theory in the modeling and design of computer-based systems in a way Enabling
that demonstrates comprehensions of the tradeoffs involved in design choices.
PROBLEM ANALYSIS CS05 Design and evaluate solutions for complex computing problems, and design and
evaluate systems, components, or processes that meet specified needs with
Introductory
appropriate consideration for public health and safety, cultural, societal, and
environmental considerations.
COURSE INFORMATION
No of Units : 3 units
Pre-requisite : None
Co-requisite : None
Course Description:
This course allows student to explores the science, culture, and ethics of information technology, its various uses and applications, as well as its influence on culture and
society. It also aims to strike a balance between conceptual instruction and socially and culturally oriented discussions as it not only explains the basic concepts or key terms in IT
but also features the major IT trends along with the issues and challenges these developments bring.
COURSE LEARNING OUTCOMES
At the end of the course, the students should be able to:
Knowledge/Competencies
LO2 Recognize and identifies the concepts of ICT along with the different parts of the computer system and the categories of computer peripherals.
Skills
LO1 Design and apply concepts 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.
MAJOR OUTPUTS:
As evidence of attaining the above learning outcomes, students are required to do and submit the following during the indicated dates of the term. The rubrics for these outputs are
provided.
1 Explain/ VMGO of the University Virtual Individual www.sdssu.edu.p Hard copy/PDF of Student Online Assessment thru o Bring home test/
Recite Classroom policies Interactive Student h Handbook, Syllabus, and classroom.google. com/h examination
the Scope of the course Teaching Activities Textbooks in Flash Drives o Modular means
Universit Brainstormi classroom.google o Forum Post of assessment
y’s ng(think, . com/h o Drag and Drop
VMGO, pair and to upload: o Open-ended/ Essay
classroo share) E-copy of Student Questions
m Handbook or the
policies, Student
course Handbook Mobile
overview, App
requirem
ents, and E-copy of
grading Syllabus
system
PDF of
Textbooks/
references
2 LO1/LO2 A. INTRODUCTION Virtual Individual Classroom.googl References: Online Assessment thru Bring home test/
A. Principles of HCI Interactive Student e. Kim, G.J. (2015). Human-Computer classroom.google. com/h examination
Teaching Activities such com/h Interaction fundamentals and o Individual activity
B. What HCI Is and
Strategies like: as: practice. London, New York: Taylor o Forum Post o Bring Home Test
Why It Is Important o Discussion o Worksheets/ o Drag and Drop o Modular means
& Francis Group.
o Brainstormi Exercises o Open-ended/ Essay of assessment
ng Questions
o (Think, Pair o Worksheet
and Share)
o Collaborati
ve learning/
Buzz
Session
o Video
Lectures
3-4 LO1/LO2 B. SPECIFIC HCI Virtual Individual Classroom.googl Kim, G.J. (2015). Human-Computer Online Assessment thru Bring home test/
GUIDELINES Interactive Student e.com/h Interaction fundamentals and classroom. google. com/h examination
A. Guideline Teaching Activities such practice. London, New York: Taylor o Individual activity
Strategies like: as: & Francis Group. o Forum Post o Bring Home Test
Categories o Discussion o Worksheets/ o Drag and Drop o Modular means
B. Examples of HCI o Brainstormi Exercises o Open-ended/ Essay of assessment
Guidelines ng Questions
o (Think, Pair o Worksheet
and Share)
o Collaborati
ve learning/
Buzz
Session
o Problem-
Solving
o Group
activity
o Video
Lectures
5-6 LO1/LO2 C. HUMAN FACTORS AS Virtual Individual Classroom.googl Kim, G.J. (2015). Human-Computer Online Assessment thru Bring home test/
HCI THEORIES Interactive Student e. Interaction fundamentals and classroom.google. com/h examination
A. Human Teaching Activities such com/h practice. London, New York: Taylor o Individual activity
Strategies like: as: & Francis Group. o Forum Post o Bring Home Test
Information o Discussion o Worksheets/ o Drag and Drop o Modular means
Processing o Brainstormi Exercises o Open-ended/ Essay of assessment
B. Sensation and ng Questions
o (Think, Pair o Worksheet
Perception of
and Share)
Information o Collaborati
C. Human Body ve learning/
Ergonomics Buzz
Session
(Motor o Problem-
Capabilities) Solving
o Group
activity
o Video
Lectures
7-8 LO1/LO2 D. HCI Design Virtual Individual Classroom.googl Kim, G.J. (2015). Human-Computer Online Assessment thru Bring home test/
Interactive Student e. Interaction fundamentals and classroom.google. com/h examination
A. Interface Selection
Teaching Activities such com/h practice. London, New York: Taylor o Individual activity
Options Strategies like: as: & Francis Group. o Forum Post o Bring Home Test
B. The Overall Design o Discussion o Case o Drag and Drop o Modular means
Process o Brainstormi Exercises o Open-ended/ Essay of assessment
ng o Worksheets/ Questions
C. Wire-Framing
o (Think, Pair Exercises o Worksheet
and Share)
o Collaborati
ve learning/
Buzz
Session
o Problem-
Solving
o Group
activity
o Video
Lectures
MIDTERM
10-13 LO1/LO2 E. USER INTERFACE LAYER Virtual Individual Classroom.googl References: Online Assessment thru Bring home test/
A. Understanding Interactive Student e. Kim, G.J. (2015). Human-Computer classroom.google. com/h examination
Teaching Activities such com/h Interaction fundamentals and o Individual activity
the UI Layer and Its Strategies like: as: practice. London, New York: Taylor o Forum Post o Bring Home Test
Execution o Discussion o Case & Francis Group. o Drag and Drop o Modular means
Framework o Brainstormi Exercises o Open-ended/ Essay of assessment
B. Processing the ng o Worksheets/ Questions
o (Think, Pair Exercises o Worksheet
Input and and Share)
14-17 LO1/LO2 F. UI DEVELOPMENT Virtual Individual Classroom.googl References: Online Assessment thru Bring home test/
TOOLKIT Interactive Student e. Kim, G.J. (2015). Human-Computer classroom.google. com/h examination
A. User Interface Teaching Activities such com/h Interaction fundamentals and o Individual activity
Strategies like: as: practice. London, New York: Taylor o Forum Post o Bring Home Test
Toolkit o Discussion o Case & Francis Group. o Drag and Drop o Modular means
B. Java AWT UI o Brainstormi Exercises o Open-ended/ Essay of assessment
Toolkit ng o Worksheets/ Questions
o (Think, Pair Exercises o Worksheet
C. Android UI
and Share)
Execution o Collaborati
Framework and ve learning/
Toolkit Buzz
G. INTERACTIVE SYSTEM Session
DEVELOPMENT o Problem-
FRAMEWORK Solving
o Group
A. Model, View,
activity
and Controller o Video
(MVC) Lectures
FINAL
Examinations……………………………………………….40%
Requirements……………………………………………… 20%
TOTAL 100%
REFERENCES
Textbook/ Ebooks:
Kim, G.J. (2015). Human-Computer Interaction fundamentals and practice. London, New York: Taylor & Francis Group.
Shneiderman, Ben, and Catherine Plaisant. 2004. Designing the user interface: Strategies for effective human–computer interaction. 4th ed. Boston: Addison Wesley.
Milgram, Paul, H. Takemura, A. Utsumi, and F. Kishino. 1995. Augmented reality: A class of displays on the reality–virtuality continuum. In Proceedings of the
International Society for Optics and Photonics for Industrial Applications, 283–92. Bellingham, WA: SPIE.
Bolt, Richard A. 1980. Put-that-there: Voice and gesture at the graph ics interface. In Proceedings of ACM SIGGRAPH, 262–70. New York: Association for
Computing Machinery.
Content Noted: