Course syllabus

Human-Computer Interaction, 7.5 credits

Course code: DT137G Credits: 7.5
Main field of study: Computer Science Progression: G1F
Last revised: 14/03/2024    
Education cycle: First cycle Approved by: Head of school
Established: 02/12/2019 Reading list approved: 14/03/2024
Valid from: Autumn semester 2024 Revision: 3

Learning outcomes

Knowledge and Understanding
After completing the course, the student should be able to understand and explain

  • basic principles underlying embodied human interaction (design)
  • importance of multimodality in interaction design, with a particular emphasis on visuoauditory modalities in applications
  • significance of human-factors in human-machine/technology interface engineering (e.g., in select application contexts), och
  • foundational ethical issues relevant to “universality" and “inclusion" in the design of interactive technologies.

Skills and Abilities
After completing the course, the student should be able to

  • apply methods and tools for empirical and qualitative analysis of human multimodal interaction
  • apply evidence-based cognitive human-factors relevant to interaction design in specific application contexts, och
  • apply basic principles of embodied multimodal interaction for the design and practical implementation of human-centred technologies and artefacts.

Judgment and Approach
After completing the course, the student should be able to

  • determine and evaluate the most important cognitive factors relevant to a given problem context
  • demonstrate a systematic and professional methodology towards the design (i.e., conceptualisation, technical implementation) of interaction technologies / artefacts, and
  • reflect on ethical issues relevant to interaction design, and incorporate its relevance in specific application instances.

Content

This course introduces foundations of multimodal interaction methods and technologiesaddressing basic principles in human-centred design, embodied interaction, and humanperception. Special emphasis is devoted to

  • evidence-based empirical methods for the study of human behavior in naturalistic interactionsettings, and
  • application of multimodal human interaction principles in visual and visuo-auditory design(e.g., as relevant in media, interfaces, imagery, immersion).

The course will introduce students to the landscape of multimodality and human interactionfrom cognitive, formal modelling, computational, design, and empirical perspectives. Practicalwork will involve learning to conduct systematic multimodal analysis of human factors as relevant to interaction design.

Key topics to be discussed include

  • Embodiment Cognitive Experiences
  • Multimodal Interaction
  • Human-Centred Design
  • Naturalistic Behavioural Studies - Ecological Validity
  • Evidence Based (Interaction) Design - Visual Perception 101
  • User Experience Design
  • Universality and Inclusion in Human Interaction Design
  • Usability / Human-Factors in Human-Machine (User) Interface Engineering.

Case-studies / application domains covered will be from amongst

  • Cognitive Interaction > Autonomous Vehicles and Human Factors.
  • Digital Media Design > Entertainment Media. Communications Media.
  • Social Robotics > Human-Robot Interaction.

Note: Learning to program is not an objective in this course; appropriate programming language(s) need to be used as per existing skills and demands of the chosen project tasks, e.g., be it for data processing and analysis, complex data visualisation, etc.

Examinations and grades

Theory, 1.5 credits (Code: A004)
Grades used are Fail (F), Sufficient (E), Satisfactory (D), Good (C), Very Good (B) or Excellent (A).

Use of Theory, 2.5 credits (Code: A005)
Grades used are Fail (F), Sufficient (E), Satisfactory (D), Good (C), Very Good (B) or Excellent (A).

Projekt Work, 3.5 credits (Code: A006)
Grades used are Fail (F), Sufficient (E), Satisfactory (D), Good (C), Very Good (B) or Excellent (A).


According to the Higher Education Ordinance, Chapter 6, Section 18, a grade is to be awarded on the completion of a course, unless otherwise prescribed by the university. The university may determine which grading system is to be used. The grade must be determined by a teacher specifically nominated by the university (the examiner).

In accordance with university regulations on grading systems for first and second-cycle courses and study programmes (Vice-Chancellor’s decision ORU 2018/00929), one of the following grades is to be used: fail (U), pass (G) or pass with distinction (VG). For courses included in an international master’s programme (60 or 120 credits) or offered to the university’s incoming exchange students, the A to F grading scale is to be used. The vice-chancellor, or a person appointed by them, may decide on exceptions from this provision for a specific course, if there are special grounds for doing so.

The grades used on this course are Fail (F), Sufficient (E), Satisfactory (D), Good (C), Very Good (B) or Excellent (A).

Comments on grades

The final grade is calculated by a weighted sum of the individual grades with the following weighting: Theory (10%), Use of Theory (20%), and Project Work (70%).

Modes of assessment

  • Theory (code A004): Written assignment and oral examination
  • Use of Theory (code A005): Continuous examination
  • Project Work (code A006): Written assignment and oral examination

For students with a documented disability, the university may approve applications for adapted or other modes of assessment.

For further information, see the university's local examination regulations.

Specific entry requirements

Introduction to Programming, 7.5 Credits and Object-Oriented Programming, 7.5 Credits.

For further information, see the university's admission regulations.

Other provisions

The course can be given in English.

Students who have been admitted to and registered on a course have the right to receive tuition and/or supervision for the duration of the time period specified for the particular course to which they were accepted (see, the university's admission regulations (in Swedish)). After that, the right to receive tuition and/or supervision expires.

Reading list and other learning resources

Reference literature

Select parts from the following literature:

Donald Norman (2013)
The Design of Everyday Things. (Revised and Expanded Edition)
MIT Press. ISBN: 9780262525671

Herbert Simon (1996)
The Sciences of the Artificial
MIT Press. ISBN: 9780262193740

Michael V Angrosino (2012)
Naturalistic Observation (Qualitative Essentials)
Routledge; 1st Edition. ISBN 978-1598740608

Barrett, L. (2011)
Beyond the Brain: How the Body and the Environment Shape Cognition
New Jersey: Princeton University Press
Research Articles (customized learning)

Select essential readings involving research articles will be provided during the course based on individual/group-based project work.
Select technical resources (applicable based on on relevance to course milestones and project work):
Unity for All. https://unity.com/learn#explore-how-you-can-develop-your-skills

ELAN: An annotation tool for audio and video recordings. https://archive.mpi.nl/tla/elan D3js - Data Driven Document. https://d3js.org
Pupil Labs. (Eye-Tracking solutions for human behaviour research) https://pupil-labs.com

Kenneth Holmqvist, Marcus Nystrom, Richard Andersson, Richard Dewhurst, Halszka Jarodzka, Joost van de Weijer (2011)
Eye Tracking: A Comprehensive Guide to Methods and Measures.
Oxford University Press (Reprint Edition). ISBN: 9780199697083


Links to additional technical resources and behavioral data relevant to course milestones and project will be provided during the course. For instance, these will pertain to VR, visualization, annotation, UI design etc depending on project work goals.