UW Homepage iSchool Contact Info iSchool Homepage iSchool Homepage
An image that shows the iSchool brand
UW > iSchool > Informatics > INFO-440 > Syllabus
- - - - -

Syllabus

INFO-440: Information System Design
Autumn 2002
B.S. Informatics
Information School
University of Washington

Theoretical and practical examination of the information systems design process. Techniques for assessing the need for technology, specifying the system design, and involving users in the design process are explored. Design methods include social impact statements, future scenarios, mock-ups, rapid prototyping, field-testing, and heuristic evaluation. Credits: 5; Prerequisite: Data Structures and Algorithms (CSE-373).

Contents

Please note: The syllabus is subject to change. In the unlikely case a change is needed, it will be announced to the class and indicated here.


Contacts

Student services
Mariko Navin, Student Services Administrator
470E Mary Gates Hall

mnavin@u.washington.edu
Tel: (206) 616-1197

Please note: If you have a concern or question about this course please contact the instructor or Mariko Navin in Student Services.


Preamble

Overview

Effective information systems are not accidents. On the contrary, experience has shown that great design teams do certain things over and over again. Great teams study user activity as it really happens and examine the whole context of use throughout product development. Early in the process, great teams are not afraid to make mistakes and enthusiastically examine dozens of options before settling on an approach. Additionally, great teams continually improve their methods and shape organizational processes to support successful practice.

Most of all, great teams practice proven design methods. For this reason, in this course you will investigate a wide range of design methods. A design method is a procedure or activity that leads toward a final solution. The output of a design method is a document, sketch, or model that then becomes the input to the next step in the development process. Design methods can be organized into three classes of activity:

  1. Research. What do people do? What are peoples' needs and wants? What are the current barriers and opportunities?

  2. Invention. What options exist for lowering barriers or innovating in new directions? How should the options be represented and judged? How should the interface behave? What should the interface actually look like?

  3. Evaluation. How can design ideas be validated, user interface options tested, and existing systems examined with precision?

In this course, you will practice methods of design that lead to good answers to these kinds of questions.

Today, most interesting design problems are too large to be solved by individuals. Thus, design is fundamentally a social enterprise. To be an effective team player, however, two types of individual knowledge are essential:

1. Technical skill in design methods. Examples:
  • Representations of user needs (e.g., scenarios)
  • Blueprints for an information system (e.g., notations for creating web site-maps).

2. Knowledge of underlying principles. Examples:

  • How technological innovation changes user needs (e.g., task-artifact cycle)
  • Models of human problem solving (e.g., gulf of evaluation and execution)

In this course, you will learn about information system design by following design methods to create things. The instruction format will typically be short lectures followed by class activities. The weekly lab will be used to review and discuss design solutions to the design exercises and the prototyping project.

Except for one group exercise, worth 10% of the final grade, all design exercises are individual efforts. In Design and Development of Interactive Systems (INFO-490), you will learn how design methods are practiced in teams.

How does this course relate to others in the program? First, we will largely ignore the underlying technology used to implement information systems. Instead, we focus on the user interface and the structures just beneath its surface. Second, we will focus on individual use of information systems. Topics concerning the social use of information systems and how to design for sociability are covered in Computer-Supported Cooperative Work (INFO-447). Finally, this course will introduce you to discount methods of evaluation only. Assessment and Evaluation Techniques (INFO-370) covers the full range of rigorous evaluation techniques that are used by social scientists.

Perhaps most of all, this course will introduce tools for solving problems from a design point of view. You will find these tools, and underlying sensibilities for employing them, useful in any situation where you need to discuss or envision how people use technology.

Finally, design is very difficult. There is never enough time. Thus, designers develop the best solutions they can in the available time. Come to this class with questions, be an active listener, and draw on your experiences. If you do that, all of us, including the instructor and teaching assistant, will learn from each other and become better designers.

Textbooks and readings

The required textbook is
  • Nielsen, J. (1994). Usability Engineering. New York: Morgan Kaufmann Publishers [ISBN: 0125184069]. This book gives an overview of usability engineering and offers concise descriptions of a full range of design methods. You should find it useful for several years to come.
In addition, the lectures draw upon the following books. Each is available at the reserve desk at the Odegaard Undergraduate Library. (See
Reserves information.)

You should become familiar with these books and consider purchasing them. Used copies are generally available. They will serve you well in any position that requires knowledge of user-centered design.

  • Norman, D. (1990). The Design of Everyday Things. New York: Currency/Doubleday [ISBN: 0385267746]. Presents examples of good and poor designs that are familiar to us all. When we cover human performance, we shall draw upon material from this book. Highly recommended—a classic.

  • Rosson, M. B. & Carroll, J. M. (2002). Usability Engineering: Scenario-based Development of Human-Computer Interaction. New York: Morgan Kaufmann Publishers [ISBN: 1558607129]. This book presents a very promising methodology for usability engineering based around scenarios. To expand your learning, the chapters contain excellent recommended readings. While expensive, it is recommended—likely, to become a classic.

  • Beyer, H. & Holtzblatt, K. (2002). Contextual Design: A Customer-Centered Approach to Systems Designs. New York: Morgan Kaufmann Publishers [ISBN: 1558604111]. Very influential approach to information system design.

  • Johnson, J. (2000). GUI Bloopers: Don'ts and Do's for Software Developers and Web Designers. Morgan Kaufmann Publishers [ISBN: 1558605827]. Much practical advice on interaction design and an excellent set of design principles.

Weekly readings are given in the schedule below. These readings are available at the electronic reserve.

Finally, you will find additional readings which amplify and expand upon the course topics in a section below.


Learning

Assignments

Academic accommodations

Academic honesty

Academic honesty is very important. Please review these Academic Honesty Guidelines.

It is assumed that you have read the guidelines in their entirety, that you understand them, and that you follow them in all your work. If you have questions about these guidelines, you should ask the instructor.


Schedule

Notes
• Each 80min lecture session will be divided into between two and five units. Depending on the nature of the instruction, the length of the two units will vary.

• Often, there will be a lecture, an activity, and then a class discussion. For this three-step pattern to be effective, it is important that you do the assigned readings prior to class.

• Sides from the lectures and other relevant material will be posted here shortly after the lecture session.

• The lab session will be used primarily to discuss tools and techniques and to review work in progress.

week 1: INTRODUCTION
monday, sept 30: Introduction
• Greetings
• Optimizing designs: The case of The Evolution of the Gatorade Bottle
• Overview of syllabus
• Discuss design exercise #1

wednesday, oct 2: Examining information systems
• Design exercise #1: Q & A
• Conceptual models and mental models
• Principles of effective interaction design
• Decomposing interaction: Norman's Seven stages of action
- - - -
• Read: Norman, D. (1990). Chapter 1: The psychopathology of everyday things (pp. 1-33). Design of Everyday Things New York: Doubleday.
• Read: Nielsen, J. (1993). Chapter 2: What is usability? (pp. 22-48). Usability Engineering. New York: Morgan Kaufmann Publishers.

Lab
• Introduction to Design exercise #2

week 2: REQUIREMENTS ANALYSIS
monday, oct 7: Observing workplace activity
• Studying activity: The case of How to Sell More Cooking Pots
• Techniques for observing and interviewing people
- - - - -
• Read: Beyer, H. & Holtzblatt, K. (2002). Chapter 3: Principles of contextual inquiry (pp. 41-66). Contextual Design: A Customer-Centered Approach to Systems Designs. New York: Morgan Kaufmann Publishers.
• Read: The Interactive Prototyping Project — think about your project

wednesday, oct 9: Techniques for analyzing and representing workplace data
• Design methods: Affinity diagrams and Card sorting
• Representing options and trade-offs
- - - - -
• Due: Design Exercise #1

Lab
• Overview of tools
• Due: teams for exercise #2

week 3: REQUIREMENTS ANALYSIS
monday, oct 14: Representing users and situations
• Understanding context: The case of The clueless online calendar
• Design methods: Scenarios & personas
• User types, individual differences
• The trouble with 'user friendly', 'intuitive', and 'consistent'
- - - - -
• Read: Cooper, A. (1999). Chapter 11: Designing for people (pp. 179-201). The Inmates are Running the Asylum. Indianapolis, IN: Sams.

wednesday, oct 16: Representing goals and tasks
• Design method: Task analysis
• Goals, tasks, and actions
• Planned versus opportunistic problem solving
• Human err: Errors versus slips
- - - - -
• quiz #1 [weeks:1-2]
• Read: Lewis, C. and Rieman, J. (1994). Chapter 2: Getting to Know Users and Their Tasks. Task-Centered User Interface Design: A Practical Introduction. Retrieved September 23, 2002, from
http://hcibib.org/tcuid/index.html.

Lab
• Guest Speaker: Low Rosenfeld, Leader in Information Architecture, 3:00-4:00pm, MGH 420

week 4: CONCEPTUAL DESIGN
monday, oct 21: Creating conceptual models, Part I
• Representing mental models: The case of How a Bank Card Works
• Design method: Conceptual modeling
• Identifying concepts, relationships, and operations
- - - - -
• Read: Green, T. R. G. and Benyon, D. (1996.) The skull beneath the skin: entity-relationship models of information artifacts. International Journal of Human-Computer Studies, 44(6) 801-828. [Note: This is a fairly difficult academic paper. Sections 4-5 are optional.]

wednesday, oct 23: Creating conceptual models, Part II
• Metaphors and visual formalisms
• Cases: Spreadsheets; Left-hand navigation
• Discussion of exercise #3
- - - - -
• Due: Design Exercise #2

Lab
• Brainstorming techniques

week 5: INTERACTION DESIGN
monday, oct 28: Blueprints for information architecture
• Visual notations for representing structure and flow
- - - - -
• Due: project prototype proposal
• Read: Garrett, J. (2002). A visual vocabulary for describing information architecture and interaction design. Retrieved September 26, 20002, from
http://jjg.net/ia/visvocab/.

wednesday, oct 30: Participatory prototyping
• Wire frames, zones, and information hierarchy
• Construction techniques
• Methods for co-designing with users
• Prototyping as process (cf. waterfall process)
- - - - -
• Read: Beyer, H. & Holtzblatt, K. (2002). Chapter 19: Iterating with a prototype. Contextual Design: A Customer-Centered Approach to Systems Designs. New York: Morgan Kaufmann Publishers.
• Read: Gage, M. and Kolari, P. (2002). Making emotional connections through participatory design. Boxes and Arrows. Retrieved September 23, 2002, from BoxesAndArrows:
http://www.boxesandarrows.com/archives/
   making_emotional_connections_through_participatory_design.php

Lab
• Prototyping methods, Part I

week 6: INTERACTION DESIGN
monday, nov 4 : Navigation systems
• Information scent
• Types of navigation
- - - - -
• Read: Reading to be announced in class

wednesday, nov 6: Blueprints for information archetecture, part II
• Topics to be decided
- - - - -
• quiz #2 [weeks: 3-5]

Lab
• Prototyping methods, Part II

week 7: EVALUATION
monday, nov 11:
• Veteran's day - no class

wednesday, nov 13: Usability evaluations
• Video demonstration
• Ethics of usability
• The process
• Think aloud
• Discussion of exercise #4
- - - - -
• Read: Nielsen, J. (1993). Chapter 6: Usability testing (pp. 165-200). Usability Engineering. New York: Morgan Kaufmann Publishers.
• Due: Design Exercise #3

Lab
• Project prototype: Discussion and review of prototypes

week 8: EVALUATION
monday, nov 18: Heuristic evaluations
• Techniques for heuristic evaluation
• Guidelines: The good and bad
- - - - -
• Read: Nielsen, J. (1993). Chapter 5: Usability Heuristics (pp. 115-155). Usability Engineering. New York: Morgan Kaufmann Publishers.

wednesday, nov 20: Discount evaluation methods
• Competitive audits with score cards
• Cognitive walkthroughs
- - - - -

week 9: INFORMATION DESIGN
monday, nov 25: Layout
• Deconstructing intentions: The case of TWELVE -- yes 12 -- similar visual designs!
• Content audits
• Zones, grids, and information hierarchy
• Effects of consistency and familiarity; adaptation to layouts
- - - - -
• quiz #3 [weeks: 6-7]
• Read: Reading to be decided

wednesday, nov 27: Visual design skills and process
• Guest lecture: Information System Design from the eyes of a visual designer
- - - - -

• enjoy thanksgiving - no lab

week 10: SPECIAL TOPICS
monday, dec 2: Topic to be decided
•
- - - - -
•

wednesday, dec 4: Topic to be decided
•
- - - - -
• Due: Design Exercise #4
•

Lab
• Project prototype: Discussion and review of prototypes

week 11: SUMMARY
monday, dec 9: How design really happens
• Teamwork and collaboration
• Communication and persuasion
• Time to market
- - - - -
• quiz #4 [8-9]
• Read: Norman, D. (1996). Chapter 12: Design as Practiced by Norman. In T. Winograd (Ed.), Bringing Design to Software. New York: ACM Press.
• Read: Nielsen, J. (1993). Chapter 4: The usability engineering lifecycle (pp. 71-114). Usability Engineering. New York: Morgan Kaufmann Publishers.

wednesday, dec 11: Mind map review
• Reminder of concepts, examples, and methods
• The literature
• Thank-you's
- - - - -
• no lab

Friday, dec 13: Interactive Prototype Project
• Due: Before 12:30pm. [Reminder: Late projects are not accepted]
• You are welcome to submit it earlier!


Tips & Additional Readings

Writing well

  • Citation and Writing Guides from the University Libraries.

  • Writing help is available from the Engineering and iSchool Writing Center (EiWC). You can schedule an appointment with a writing consulting in any of these ways:
    • Call (206) 221-4184 during the EiWC's hours or leave a voicemail with your contact information
    • Email eiwc@u.washington.edu
    • Take your chances and drop in to Engineering Annex Room 304 or Mary Gates Hall 091.

  • Scanners are available in the Commons and in Mary Gates Hall.
  • A digital camera can be borrowed from Student Services.

The literature

You will find a huge literature on interactive system design. Some online starting points:


Acknowledgements

In preparing this syllabus, I examined the following syllabi and curricula materials:

Thanks are due to the following people who reviewed this syllabus during its preparation: Allyson Carlyle, Jeffrey Kim, David McDonald, and Blair Nonnecke.

- - - - -
© Copyright David Hendry, 2002.

To make comments, please contact David Hendry (dhendry@u.washington.edu).

Information School, University of Washington: Contact Information.