Help students understand the basic elements conceptual models and blame/helplessness.
Identify an interface and accompanying task that you interacted with recently that posed problems. Discuss the implications of using this poor interface. What was your conceptual model of the action/interface and how was it different from the actual model? What was the result, and how did you discover the correct model? Did you respond to the experience with a sense of helplessness or not? How could the interface be improved to overcome the problems you faced? How would such changes potentially create new problems?
Descriptive, short essay defining an instance of a false conceptual model and the resulting helplessness with suggested solutions.
Utilize and analyze various modern devices.
It is expected that you spend 10 hours or more on each of these projects (listed below); for group projects (see below), it is expected that each member spend 10 hours or more on the project. Then you must spend additional time on the deliverable presentation/write-up; thus, be advised that these projects constitute the bulk of your time in this class.
You may select any of the following projects, but you must do four of them. Special stipulations are marked for each, so be aware of the special conditions!
If you have another idea, talk with me because I may approve it!
A four page (minimum, single-spaced) write-up (with at least 4 graphics in addition to the 4-pages of text) of the device reviewed. You will also be required to orally present your critique on at least one device during the semester; PowerPoint presentations are a minimum requirement for the presentation, but please use your creativity here.
For these four projects, you must do two from the set {A, B, C, D, I, K} and two from the set {E, F, G, H, J}.
"Live with" the RCA REB1100 AND REB1200. Comment on the utility, affordances, usability, and successes and failures of the design. Be sure to compare and contrast the two models. Connect the device(s) to the internet, browse the on-line material, but DO NOT purchase anything! (Note - if you incur an expense, you will be liable for payment)
"Live with" the Cassio Cassiopeia PDA, Compaq iPaq, or HP Jornada (or another PDA of your choosing - but not one of the "cheapies" that you can pick up for $10 or so). Use the software, connect it to your computer, enter information, etc. Discuss the device's strengths and weaknesses, affordances, and usability. How well does it integrate with your computer and other MS desktop software?
With this PDA choice, be sure to treat the battery properly, not charging and discharging it incorrectly! Also, don't just use the device for a short period of time - I'm looking for an in-depth review of ALL features, physical and software: so use all of the programs, synch data to your PC/laptop, and browse the Web w/ it (loading sites off-line to the device or getting the wireless option going on the iPaq).
"Live with" the REX Micro PDA. Use the software, connect it to your computer, enter information, etc. Discuss the device's strengths and weaknesses, affordances, and usability. How well does it integrate with your computer and laptop software?
Play at least 10 hours of any game available in the CCSU IT Media Lab. Discuss how the game's difficulty and interface progress from simple to advanced, and how the game's design helps the user become more proficient. What affordances are present in the game's "world" and does the interface ever "break?" Note that the 10 hour requirement here actually is a lower bound; if it takes you longer to reach a reasonable point in the game to discuss the interface unfolding, keep playing!
Be aware that some games are not appropriate for this project; talk with me before selecting a game. Some "approved" games are: Sims (SimCity, SimAnt, The Sims, etc.); Final Fantasy 7, 8, or 9 (10 is too linear, so I'd avoid it); Chrono Cross; Chrono Trigger; Xenogears; any from the "Lunar" series; Breath of Fire (any); any of the Zelda games; Everquest; Neverwinter Knights; Ultima 6, 7, 8, or 9 (5 and earlier are too simplistic). Some games to avoid: any "sports" (I'm not being biased here - sports games don't unfold and get more complex over time), "shooter" or "side scroller" style game like Mario Brothers, Doom, Quake, etc.
Here is a spreadsheet with some comments as to approved and non-approved games and about how far you should be able to get in each for this assignment.
Additionally, we have newer games, including Guitar Hero for the PS2; this game in particular offers a good opportunity to explore device analysis since the guitar controller itself can be analyzed.
This is a group project option - you may have up to 2 people work on this project, and all will get one "project credit." Be advised that this project will require 2-3 times the work of a "normal" project, so be sure to allocate appropriate time.
Put together (hardware and software) a wearable computer. Use the device in various locations while in the IT building (but be sure not to run into anything or anyone!). Comment on the ease of installation, use of the input devices and video display, and discuss how the device "fits" to your body using the wearable clothing.
This is a group project option - you may have up to 2 people work on this project, and all will get one "project credit." Be advised that this project will require 2-3 times the work of a "normal" project, so be sure to allocate appropriate time.
Create a VB, Visual C++, VB.NET, or C# program that utilizes the MS Agent ActiveX control to guide the user through a complex task (selecting options, etc.). The user should be able to turn on and off the agent, and the agent should add value to the application (i.e. it should not be gratuitous).
Compare and contrast the Mac OS X and Windows (and/or Linux GUI) interface. What works? What fails? What helps the users? What hinders the user?
You should discuss the software interface and the hardware interface. We have Mac G4s and eMacs in the T-109 lab, so you can use these for the Mac side... and use your laptop and/or your desktop for the Windows/Linux side.
Get some video clips from popular movies from the last 2-3 decades and create a video montage of examples of technology in movies. This can consist of everything from Sneakers, James Bond, Hackers, Star Trek, etc., and should demonstrate good and bad examples of interfaces and computing systems.
The finished product should be 5-10 minutes of clips (total) and you should demo and/or do a write up (1 page fine) of how the technology featured in the video clips are realistic and/or unrealistic.
Design and create a mock-up (can be a paper model, drawings, etc.) of a device that you feel will be ubiquitous in 50-100 years. Put some thought into where you think people and machines will be, and discuss the pros and cons of your device. What purpose does it serve? How much does it cost? Who owns one? What existing technologies might it replace? Be as detailed and descriptive as possible.
Pick two-three games and play them on the Sony PSP or the Nintendo DS. Critique the device as well as the game play emphasizing such elements as the display, visibility of the display (brightness, colors, size, etc.), controls (buttons, switches, etc.), sound, operating system interaction of the device, and the form factor (size of the device, how it holds in your hand, etc.). This project is not so much about critiquing the games as it is about critiquing the devices.
The FLY computer is a pen-based computer that interacts with "fly paper" (tiny dots embedded into the paper). The device is designed to detect movement and works with glyphs so that you can "draw" your interface on fly paper and also interact with existing fly paper. Use this device (possibly buying fly paper online or at a store) and discuss how easy it is to use, it's features, the interaction pros/cons, as well as your opinion on how users could benefit from such a device and whether the device is a viable technology.
You may work in groups of two on this project. Your task is to create a functioning prototype program. Your program:
The program must run and not "crash," but it doesn't have to be 100% finished - remember, it's a prototype. It should be complete enough to demonstrate the interface (the focus of the project), so don't worry about performing calculations, doing low-level file I/O, making network connections, etc.
While we could tell you to implement a video checkout kiosk or some other potentially boring program, we'd rather allow you to be creative and design and implement a system that interests you. To this end, you have freedom to design; but to ensure that your finial solution will meet the constraints of the assignment, you must get your proposed project approved by the IA and/or the professor.