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Creating a realistic context for team projects in HCI

Published: 26 June 2006 Publication History

Abstract

Team projects are nowadays common practice in HCI education. This paper focuses on the role of clients and users in team projects in introductory HCI courses. In order to provide projects with a realistic context we invite people from industry to serve as clients for the student teams. Some of them have a professional interest in participating in our course and define a project themselves. Another way we make projects realistic is to have teams evaluate their designs with real users.We describe how we incorporate the role of clients and users in our courses and describe our experiences. One of the results of our evaluations is that most students find it very interesting and stimulating to work with a client on a 'real' project from industry.

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cover image ACM Conferences
ITICSE '06: Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education
June 2006
390 pages
ISBN:1595930558
DOI:10.1145/1140124
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 26 June 2006

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Author Tags

  1. human-computer interaction
  2. team projects
  3. usability
  4. user-centered design

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Overall Acceptance Rate 552 of 1,613 submissions, 34%

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  • (2022)Promote collaborations in online problem-based learning in a user experience design course: Educational design researchEducation and Information Technologies10.1007/s10639-022-11495-628:6(7631-7649)Online publication date: 7-Dec-2022
  • (2021)Co-Design with Older Adults: Examining and Reflecting on Collaboration with Aging CommunitiesProceedings of the ACM on Human-Computer Interaction10.1145/34795065:CSCW2(1-28)Online publication date: 18-Oct-2021
  • (2020)Comparison of Methods for Teaching Accessibility in University Computing CoursesProceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3373625.3417013(1-12)Online publication date: 26-Oct-2020
  • (2019)Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ PerceptionsInformatics10.3390/informatics60200226:2(22)Online publication date: 14-May-2019
  • (2018)Usability Testing of Conferences Websites: A Case Study of Practical TeachingKnowledge Management in Organizations10.1007/978-3-319-95204-8_32(380-389)Online publication date: 2018
  • (2017)Investigating the effect of realistic projects on students' motivation, the case of Human-Computer interaction courseComputers in Human Behavior10.1016/j.chb.2016.07.02072:C(692-700)Online publication date: 1-Jul-2017
  • (2012)Teaching Human Factors to Graduate and Undergraduate Computer Science StudentsProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/107118131256112456:1(595-599)Online publication date: 1-Sep-2012
  • (2011)Teaching an applied HCI course using multiple, individual, high fidelity, programming projectsJournal of Computing Sciences in Colleges10.5555/2038836.203885527:2(127-134)Online publication date: 1-Dec-2011
  • (2011)Expérience de transfert de savoirs et de technologies issus de la recherche et de l'industrie aux étudiants d'une formation en IHMProceedings of the 23rd Conference on l'Interaction Homme-Machine10.1145/2044354.2044371(1-8)Online publication date: 24-Oct-2011
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