Topics and Learning Outcomes for the Knowledge Units, within the Knowledge Areas, explored in this course are based on the ACM/IEEE Curriculum Guidelines for Undergraduate Degree Programs in Computer Science (2013) report, a version of which is available in HTML on this website . That report associates one of three levels of mastery with each Learning Outcome. The mastery levels are defined as:
Topics and Learning Outcomes with:
For end-users, the interface is the system. So design in this domain must be interaction-focused and human-centered. Students need a different repertoire of techniques to address this than is provided elsewhere in the curriculum.
CS students need a minimal set of well-established methods and tools to bring to interface construction.
To take a user-experience-centered view of software development and then cover approaches and technologies to make that happen.
An exploration of techniques to ensure that end-users are fully considered at all stages of the design process, from inception to implementation.
As technologies evolve, new interaction styles are made possible. This knowledge unit should be considered extensible, to track emergent technology.
Computer interfaces not only support users in achieving their individual goals but also in their interaction with others, whether that is task-focused (work or gaming) or task-unfocused (social networking).
Much HCI work depends on the proper use, understanding and application of statistics. This knowledge is often held by students who join the field from psychology, but less common in students with a CS background.
Some curricula will want to emphasize an understanding of the norms and values of HCI work itself as emerging from, and deployed within specific historical, disciplinary and cultural contexts.