



Manfred Tscheligi, Verena Giller
Vienna User Interface Group
Department for Advanced Computer Engineering
University of Vienna
Lenaugasse 2/8, A-1080 Wien
+43 1 408 63 66 /11
[mt, giller]@ani.univie.ac.at
The central philosophy of our gear approach is based on providing insights, understanding and motivation
first, desire to design alternative user interface solutions afterwards and using low level technology
(programming) at the latest possible stage. We try to convince the students to introduce alternative user
interface designs into a world of pseudo GUI standards. As Winograd pointed out in [1] people need
concepts and skills that will not be bound to today <
We are using the gear metaphor to describe the program. Each distinct part of the program is represented by
such a gear. The body of the gear is the theory used throughout one course, whether as an introduction or
during the reflection activities. The most important part is the practical work which build up the teeth of the
gear. They drive the development of skills and so they drive the whole gear configuration.
The five gears represented in figure 1 represent the following six parts: an introductry course into HCI (1),
an usability engineering course (2), a part to study and present selected literature (3), a large scale project to
apply existing and learn new skills (4), a course on design alternatives to support innovative project work
(5) and a course on user interface implementation to support also the project work (6).
In the following we will describe the two initial education gears of our programs which all interested
students are able to take part. The results from this two initial education gears are used for the filtering of
the students for the rest of the program.. The description will focus on the practical exercises we used for
this beginning phase of the program.
The three weeks were concluded by a "usability weekend" where each group (2 students) presented their
own prototype. Before the presentation started some other student had to carry out a specific representative
tasks with the unfamiliar system. So the designers get valuable insights into the principle that the designer is
not the best user to evaluate the own system. This also gives some impressions into the quality of the
evaluation work. During the presentation of the system a different group had to apply some inspection
method (cognitive walkthrough, heuristic analysis) to the prototype presented in another room. The results
of the inspection were reported after the presentation. At the end of each presentation session all other
students had to fill out an evaluation form to help us with their ratings.
Abstract
Gears are used as central metaphor for the philosophy of a coordinated HCI education program. The
program consists of six parts distributed over one year. The main emphasis of all parts is on active
involvement with a considerable amount of feedback and reflection.
Keywords
Human-Computer Interaction, Curriculum, HCI Education
Introduction
Educating students about user interfaces and their design and development is an unconditional necessity of
any computer science curriculum. Our students will have to provide impressive keys to functionality for
people fighting with real world technology. The real challenge for user interface educators is not only to
provide knowledge about user interface technology but to open the mind and the heart of the students for
the user of todays technology.
Several meshing education gears are used to fulfill the following high level goals and constraints:
EDUCATION GEARS
User interfaces are visible parts of invisible underlying technology and should be approached by direct
contact and reflection in action [1]. Engaging students in the practice of design and development from
different viewpoints (from the user, from the interaction designer, from the interaction developer) brings
them important insights and broader understanding into different sides of the story. Self experience, action
and practice should drive the education and not definitions or theoretical lectures. As our experience shows
there is a migration from the "knowing common sense style student" to persons who are excited by the
problems they have doing their work. We give them a lot of problems to solve each with their own
characteristics depending on the stage of the program with as small as possible theoretical introduction
before. The theoretical skills are further developed during the feedback cycle of the results. So they have
their own problems in mind when they get further knowledge.
THE INTRODUCTORY GEAR
The main emphasis of the introductory part is to motivate the thinking in a certain direction. This certain
direction is to think from the viewpoint of the user. Furthermore they should self experience some
psychological phenomena and develop their first user interface ideas. We try to find out special skills and
interest, strengths and weaknesses. At the beginning of the program our students are at an advanced stage of
their computer science curriculum. Normally it is the first time they come into explicit contact with human
computer communication. They have their own PC at home, so we can rely on a distributed PC lab.
Therefore we were able to accept all interested students for the first two program parts. They students got
exercises which they had to work on at home (on their own or within groups of 2 or 3 persons) within 4
weeks:
THE USABILITY ENGINEERING GEAR
The second education gear is dedicated to the principles of usability engineering (analysis, conceptual and
detailed design, prototyping, evaluation). Within three weeks the students had to apply some basic
knowledge in a middle scale development project. They had to develop a user and task analysis, learn a
prototyping tool (we use Toolbook running under Windows to use our distributed PC lab), developing a
prototype, develop a usability test, evaluate the prototype and redesign the prototype. The more detailed
lecture parts of this gear are held after the first trials to fullfill the different requirements of this project. So
the students had specific questions and were able to reflect on their own work.
References
1. Winograd, T.: Designing a language for Interactions. Interactions, 1/2, p. 7.