An introduction to the field of Human-Computer Interaction (HCI), with an emphasis in understanding, designing and programming user-facing software and hardware systems. This class covers the core concepts of HCI: affordances, mental models, selection techniques (pointing, touch, menus, text entry, widgets, etc), conducting user studies (psychophysics, basic statistics, etc), rapid prototyping (3D printing, etc), and the fundamentals of 3D interfaces (optics for VR, AR, etc). We compliment the lectures with weekly programming assignments and two larger projects, in which we build/program/test user-facing interactive systems.
*This course is originally designed by Prof. Pedro Lopes, directing Human-Computer Integration Lab. Consider taking his section, if you are more interested in his lab's topic.
CMSC 20300 + MAAD 25300
Introduction to Human Computer Interaction
The recent advancement in interactive technologies allows computer scientists, designers, and researchers to prototype and experiment with future user interfaces that can dynamically move and shape-change. This class offers hands-on experience in learning and employing actuated and shape-changing user interface technologies to build interactive user experiences. The class provides a range of basic engineering techniques to allow students to develop their own actuated user interface systems, including 3D mechanical design, digital fabrication (e.g. 3D Printing), electronics (Arduino microcontroller), and actuator control (utilizing different kinds of motors). Through multiple project-based assignments, students practice the acquired techniques to build interactive tangible experiences of their own.
Undergraduate / Graduate
CMSC 20380/30380 + MAAD 20380
Actuated User Interfaces and Technology
This graduate-level class ( “A&T” in short) aims to offer students to develop artistic approaches, and practices in technological research across domains, such as Human-Computer Interaction and Computer Science. The class will study and discuss artistic practices to seek how such approaches would expand technological researchers’ scope and perspective to build impactful ‘out-of-box’ contributions for research communities and society. The class will also cover study and discussions of classic and modern trends in technological interactive arts, and practices in art and technology (e.g., ideation, implementation, and exhibition). Throughout the academic quarter, the class offers students the to propose and develop a project that intersects with their academic interest to form an experiential art exhibit.