AHFE Tutorials and workshops are popular and attended by
many researchers each year. Half-Day tutorials at
introductory, intermediate, and advanced levels, covering
the entire spectrum of the conference. For previous
years tutorial programs click
here.
Hybrid Conference Mode: In order to give our
participants more flexibility, we will offer the option to
attend in-person onsite or virtual/online via the
dedicated conference virtual platform. Participants are
asked to select their preferred attendance option when
submitting their registration.
AHFE 2024 half-day tutorials will be offered online on
December 8, 2024.
Tutorial
Group A - 8:00 - 11:00 (HST) Dec 8, 2024
Objectives
Maturity frameworks provide a structure for
assessing key performance metrics of an
organization and provide guidelines for
assessment and growth in various areas of an
organization.
Design maturity frameworks focus more on a
human-centered approach in assessing the human
motivational factors that create enjoyable and
sustainable workplace practices. Identifying
factors that improve or inhibit the productivity
of processes can help individuals and
organizations design better workplace
experiences. This tutorial will introduce
audience to the theoretical foundations of
design maturity frameworks and suggest ways to
build a human-centered model that is built
around enjoyable and sustainable design
processes, customized for individual and
organizational growth.
Participants will learn
• Concepts of maturity frameworks and stages of
design expertise
• Identify issues with existing design processes
at an individual and/or organizational level
• Discuss practical solutions and develop a
customized maturity framework for enjoyable and
sustainable workplace experiences
The tutorial aims at identifying human factors
that motivate individuals and organizations in
developing design processes that generate
enjoyable and sustainable workplace experiences.
The content of the tutorial will benefit novice
to experienced professionals and managers to
rethink their own professional practices in
terms of design expertise development and
motivational processes at workplace.
Course Structure:
• This tutorial will include both presentations
and practical work
• The presentations introduce concepts of design
maturity and expertise development in
professional practices
• Presentations will be followed by individual
exercises and group discussions to identify
motivational factors and productivity inhibiting
factors at workplace
Target Audience:
The tutorial is designed for novice to
experienced professionals in the academic and
professional fields who are interested in
learning more about design maturity frameworks
and guidelines to apply these structures in
their professional practices. The tutorial
provides guidelines to adopt design practices
and human-centered processes at individual and
organizational levels.
About the Speaker(s) Joe
Rothschild, team leader at Training Workforce
Development Branch, Division of Laboratory Systems
at the Center for Laboratory Systems and Response
at United States Centers for Disease Control and
Prevention (CDC).
Joe began his career at CDC in 2005 as a
multimedia specialist in the Office of Workforce
and Career Development (OWCD) and later
transitioned to the National Center for Health
Marketing (NCHM), and finally, returned to DLS as
a Health Communication Specialist. Considered an
agency specialist in Section 508 and Virtual
Reality, Joe led the development of several firsts
at CDC- The first Section 508 compliant Flash
widget, The first VR laboratory training course,
the first eLearning syndication system, and the
first live-to-web microscope training webinar.
Through these firsts, Joe received numerous
innovation, public health impact, and excellence
in communication impact awards.
Objectives
This tutorial presents examples from notable
science-fiction films and videos that
incorporate human factors, human-computer
interaction (HCI), and user-experience (UX)
design and show what lessons can be learned. The
course begins with the advent of movies in the
early 1900s (e.g., Melies' "A Trip to the Moon,"
which was later referenced in the movie "Hugo",
2011), includes “Metropolis,” directed by Fritz
Lang, 1927, and concludes with the latest sci-fi
movies/videos. Originally, many science-fiction
movies, taking their cue from pulp fiction,
focused on rocket ships, ray guns, and
interplanetary travel. Later the scope of the
stories broadened and deepened to future
consumer products, psychological/social issues,
and new technologies such as exoskeletons,
robots, and artificial intelligence. Once a
rarified genre and primarily products of
Hollywood (with notable products from Germany,
the United Kingdom, and Japan), these
films/videos now occupy a primary place in
modern international popular media, and
originate in China, India, South Korea, and
Japan, as well as North America and Europe.
For many decades sci-fi movies showed technology
in advance of its commercialization (for
example, video phones and wall-based television
displays, hand-gesture systems, virtual reality
displays, and artificial-intelligence (AI)-based
robots). In some cases, mistaken predictions
about what is usable, useful, and appealing were
adopted, sometimes because of their cinematic
usefulness. In any case, these media have served
as informal "test-beds" for new technologies of
human-computer interaction and communication.
They provide ample evidence for use in heuristic
evaluations, ethnographic analyses, market
analyses, critiques of personas and use
scenarios, and new approaches to conceptual and
visual design. As examples of speculative
fiction, they have use beyond their
entertainment value.
The course will explore issues of what is
futuristic and what is not, attitudes towards
technology, gender-role differences,
optimism/pessimism about technology/society, and
user-centered design characteristics (including
typography and sign systems) in more than two
dozen films and a half-dozen television shows
from Europe and North America. Examples from
China, India, South Korea, and Japan also will
be referenced.
New for 2024: Many new examples of films from
2020-24 are cited and illustrated, including
“Space Sweepers” (South Korea, 2021), “Dune”
(USA, 2021), “Avenue 5” (USA, 2022), “The
Peripheral” (2022), and “Three Body Problem”
(USA, Amazon Prime and Netflix, 2024). Each
year, new content is added to reflect the latest
movies, videos, and trends. In addition, several
new books about sci-fi movies have been
published, such as Fantastic Planets, Forbidden
Zones, and Lost Continents: The 100 Greatest
Science Fiction Films, which are referenced, as
well as the 2019 sci-fi exhibit “Cowboys in
Space”, first shown in Austin, Texas, at the
Bullock Museum. During a coffee break, for those
who return quickly, some slides from that
exhibit will be shown. As always, the tutorial
notes show all lecture slides.
Participants will be informally quizzed about
their recognition of the examples shown and
about their analysis of contexts, technologies,
business models, user communities, and designs.
Discussion with participants about the
significance of the film/TV examples throughout
the presentation will be encouraged.
Participants in this course will understand how
science-fiction movies and television have/have
not incorporated fundamental principles of
user-centered design to achieve usability,
usefulness, and appeal; will understand the
development of science-fiction in the popular
media over the past 125 years; and will
understand better how to apply their
professional knowledge to look at popular media
with a critical eye.
About the Speaker(s) Aaron
Marcus, Principal, AM+A
Mr. Marcus has been a life-long fan of
science-fiction novels, magazines, movies, and
television shows. He has been a member of HFES for
more than 20 years and has lectured at HFES
conferences. He organized two sci-fi panels at CHI
conferences in 1992 and 1999, the first of which
CHI acknowledged as the most popular event ever
held at CHI up to that time. He edited a special
issue of UX magazine about UX in Sci-Fi. He has
given keynote lectures about UX in Sci-Fi in the
USA, China, and Europe. He published as an e-book
The Past 100 Years of the Future: UX in Sci-Fi
Movies and Television (2012). He has lectured
about HCI/UX in sci-fi worldwide.
Mr. Marcus has been researching and designing
user-experiences since 1969. He received a BA in
Physics from Princeton University (1965) and a BFA
and MFA in Graphic Design from Yale University
School of Art and Architecture (1968). He is an
internationally recognized authority on the design
of user interfaces, interactive multimedia, and
printed/published documents. Mr. Marcus has given
tutorials at HCII, SIGGRAPH, SIGCHI, HFES, UXPA ,
HCII and other conferences, and at
seminars/workshops for businesses and academic
institutions around the world. He has published 59
books and more than 300 articles, including Human
Factors and Typography for More Readable Programs
(1990), The Cross-GUI Handbook (1994), Mobile TV:
Customizing Content and Context (2010), Graphic
Design for Electronic Documents and User
Interfaces (1992), The Past 100 Years of the
Future: UX in Sci-Fi Movies and Television (2012),
Mobile Persuasion Design (2015),
HCI/User-Experience Design: Fast Forward to the
Past, Present, and Future (2015), Cuteness
Engineering: Designing Adorable Products and
Services (2017), and Aaron Marcus: Way Ahead of
You in Another Direction: The Lifetime Work in
Design and Art of Aaron Marcus (Springer, in
preparation, 2025). Mr. Marcus was the world’s
first professional graphic designer to work
full-time in computer graphics (1967), to program
a desktop publishing system (for the AT&T
Picturephone, 1969-71), to design virtual
realities (1971-73), and to establish an
independent computer-based HCI/UX-design and
information-visualization firm (1982). In 1992, he
received the National Computer Graphics
Association Industry Achievement Award for
contributions to computer graphics. In 2008, the
American Institute of Graphic Arts (AIGA) named
him a Fellow; in 2009, SIGCHI elected him to the
CHI Academy. He has been a Visiting Professor,
Institute of Design, IIT, Chicago; College of
Design and Innovation, Tongji University,
Shanghai; and Computer Science Department, Dalian
Maritime University, Dalian, China. He founded and
has led the Design, User Experience, and Usability
(DUXU) conference (2011-2024).
Mr. Marcus is Principal of Aaron Marcus and
Associates (AM+A), a user-interface and
information-visualization development firm with 42
years of experience in helping people make smarter
decisions faster, at work, at home, at play, and
on the way. AM+A has developed user-centered,
task-oriented solutions for complex computer-based
design and communication challenges for clients
worldwide on all major platforms (client-server
networks, the Web, mobile devices, appliances, and
vehicles), for most vertical markets, and for most
user communities within companies and among their
customers. AM+A has served corporate, government,
education, and consumer-oriented clients to meet
their needs for usable products and services with
proven improvements in readability, comprehension,
and appeal. AM+A uses its well-established
methodology to help clients plan, research,
analyze, design, implement, evaluate, train, and
document metaphors, mental models, navigation,
interaction and appearance. AM+A has developed ten
concept designs for mobile persuasion design,
documented in Mobile Persuasion Design (2015).
AM+A’s clients include Apple, BMW, Google, HP,
Kaiser, Microsoft, Motorola, Nokia, Oracle, Sabre,
Samsung, SAP, US Federal Reserve Bank, Visa, and
Xerox. AM+A has received design awards from
several organizations, including the International
Institute for Information Design for the design of
five mobile persuasion-based concept designs.
Objectives
Design reviews are often ineffective—way too
often! We fail to achieve the goals of the review,
have unproductive battles over personal opinion,
and perhaps even leave in tears. Even experienced
teams have these problems. We need to do better!
This workshop explores why traditional design
reviews are often ineffective (hint: focusing on
personal opinion or minor details never helps),
practical tools to make reviews more productive,
and different design review techniques. We will
explore how to give and receive effective design
feedback, and the value of using design review
rules—especially for cross-function teams. We will
work in teams to perform several design reviews of
the same app (a baseline, a streamlined cognitive
walkthrough, and a scenario review) to try the
different techniques and see the pros and cons of
each first hand. About the Speaker(s) Everett
McKay is Principal of UX Design Edge and a UX
design trainer and consultant with global
clientele. Everett's specialty is finding
practical, intuitive, simple, highly usable
solutions quickly for web, mobile, and desktop
applications. Everett has over 30 years'
experience in user interface design and has
delivered UX design workshops to an international
audience that includes Europe, Australia, Asia,
South America, and Africa. Everett is author of
"Intuitive Design: Eight Steps to an Intuitive
UI", the definitive guide to designing intuitive
interactions, and "UI Is Communication: How to
Design Intuitive, User Centered Interfaces by
Focusing on Effective Communication", a
groundbreaking approach to UI design using human
communication-based principles and techniques.
While at Microsoft, Everett wrote the Windows UX
Guidelines for Windows 7 and Windows Vista.
Everett holds a master's degree in computer
science from MIT.
Objectives
Oftentimes in UX research, we test different
versions of an interface, aiming to understand
which is best. We conduct A/B testing in the lab
and launch live experiments, collecting data such
as clicks and time on page. We collect data on
user sentiment and satisfaction, and we think we
understand which version will perform better in
the wild. We come to a conclusion based on our
data, but we never really know WHY one version
performed better than the other. This makes it
difficult to extrapolate our findings to other
products and experiences we work on. It makes it
impossible to understand if a version performed
better due to the language or elements of the
design. This is why it is important to test parts
in isolation. In this tutorial, learn how to use
the Testing Parts in Isolation (TPI) Framework: a
rigorous methodology used by teams at IDEO and
Google. This framework enables us to iteratively
test content in isolation, or test design in
isolation, separate from each other. Using this
method, we can remove the confounds that exist
when we test content and design together, so we
can be more confident in the recommendations we
make to clients and the overall experiences we
deliver to users. This course in experimental
design is specifically designed for UX
researchers, UX designers, and UX content
strategists and writers. But it's open to anybody
who is interested in the intersection of content,
research, and design, and anyone who wants to
learn how to conduct experimental research better
than before.
We will cover the basics of
experimental design, design a study in which
content and design are tested separately - both
qualitatively and quantitatively - and conduct
basic stats to analyze findings so you can share
the findings effectively with stakeholders.
After this workshop, you will be able to:
- Understand
and communicate the value of testing parts in
isolation
- Design and conduct studies in which
you test content alone and design alone
- Understand how to combine qualitative and
quantitative methods when iterating quickly on
both content and design
- Understand how to use basic statistics to
analyze and present findings
- Understand how the framework can help you and
your team align around the information users need,
when they need it.
About the Speaker(s) Jen Romano,
Ph.D. is an award-winning UX Research Leader, with
15+ years experience: in industry, academia and
government; as manager, director, and individual
contributor; strategist and executor. Jen has
influenced some of the biggest and best UX orgs in
the world (Google, Facebook, Instagram), speaking,
teaching and being a keynote speaker at top UX
conferences in the world (e.g., UXPA, WUC, HCII).
She founded UXR Coach to help people make their UX
dreams a reality. With small, instructor-led
workshops, courses, and retreats, and personalized
1:1 coaching, Jen offers ways for people to have
renewed confidence and skills to grow as a UX
Researcher. Jen teaches graduate-level classes,
trains UX professionals, and coaches people who
want to up-level their research skills. She
teaches at UC Berkeley and University of Maryland
and has published more than 30 articles, chapters,
and books, including Usability Testing for Survey
Research, Eye Tracking in User Experience Design,
and Modern Socio-Technical Perspectives on
Privacy.
Tutorial
Group B - 11:30 - 14:00 (HST) Dec 8, 2024
Maturity frameworks provide a structure for
assessing key performance metrics of an
organization and provide guidelines for assessment
and growth in various areas of an organization.
Design maturity frameworks focus more on a
human-centered approach in assessing the human
motivational factors that create enjoyable and
sustainable workplace practices. Identifying
factors that improve or inhibit the productivity
of processes can help individuals and
organizations design better workplace experiences.
This tutorial will introduce audience to the
theoretical foundations of design maturity
frameworks and suggest ways to build a
human-centered model that is built around
enjoyable and sustainable design processes,
customized for individual and organizational
growth.
Participants will learn
• Concepts of maturity frameworks and stages of
design expertise
• Identify issues with existing design processes
at an individual and/or organizational level
• Discuss practical solutions and develop a
customized maturity framework for enjoyable and
sustainable workplace experiences
The tutorial aims at identifying human factors
that motivate individuals and organizations in
developing design processes that generate
enjoyable and sustainable workplace experiences.
The content of the tutorial will benefit novice to
experienced professionals and managers to rethink
their own professional practices in terms of
design expertise development and motivational
processes at workplace.
Course Structure:
• This tutorial will include both presentations
and practical work
• The presentations introduce concepts of design
maturity and expertise development in professional
practices
• Presentations will be followed by individual
exercises and group discussions to identify
motivational factors and productivity inhibiting
factors at workplace
Target Audience:
The tutorial is designed for novice to experienced
professionals in the academic and professional
fields who are interested in learning more about
design maturity frameworks and guidelines to apply
these structures in their professional practices.
The tutorial provides guidelines to adopt design
practices and human-centered processes at
individual and organizational levels.
About the Speaker(s) Dr.
Nandhini Giri is an Assistant Professor of Human
Computer Interaction & Entertainment
Graphics at the Department of Computer Graphics
Technology, Purdue University. She has more than
15 years of professional work experience in the
field of computer graphics, interactive
entertainment & information systems
involving industry and academic roles in
research, education, interactive media
development, creative team management,
production management and software product
maintenance.
Understanding a person’s psychophysiological
condition is crucial for different fields of
applications, including health monitoring and
cognitive stress measurement. Continuous
measurement helps us understand the physical and
cognitive condition of a person. Heart rate,
breathing rate, blood pressure and heart rate
variability helps to assess the affective nature
of a person. This can help study stress level,
attention, fatigue, discomfort, delirium, and
productivity of a human being including a factory
worker, or a driver. But Most of the measurement
methods available in practice require
instrumentation, which are often intrusive in
nature, impossible to use for continuous
monitoring and need experts to operate. Remote
measurement eases the inconvenience associated
with contact-based devices, reduces person hour,
and enables safer alternative. The recent pandemic
has further demonstrated the importance of
contactless measurement methods. One major part of
this tutorial will cover remote measurement of
vital signs.
The tutorial will also discuss recent advances in
ubiquitous health monitoring. Ubiquitous health
monitoring refers to the continuous and seamless
monitoring of an individual's health and
physiological parameters using various
interconnected and pervasive technologies. The
goal of ubiquitous health monitoring is to provide
real-time and non-intrusive data collection,
analysis, and feedback to support healthcare and
promote wellness. This concept leverages the
widespread adoption of wearable devices, Internet
of Things (IoT) sensors, and other smart
technologies to monitor a person's health status
constantly, regardless of their location or
activity.
In this tutorial we would present how the
community can take advantage of recent
developments in wearables and remote measurement
for continuous monitoring of vital signs. With
increasing use of cyber physical systems, internet
of things across industries including wearables,
remote measurement is gaining more attention than
ever. Due to the development of artificial
intelligence and emergence of big data analysis in
last decade, vital sign measurements are now very
accurate and can extract different modalities of
vital sign. This tutorial aims to provide a
comprehensive detail of all such development,
underlying technology, and their scope in human
factor research.
This tutorial will discuss several important
components of remote measurements and summarizes
work from last two decades in a half-day session:
1. Scopes: First, we’ll discuss the scopes and
promises of remote measurement of vital signs
(heart rate, respiration rate, blood pressure,
heart rate variability), and ubiquitous health
monitoring across industry and discuss the
benefits. This part will further discuss the scope
of ubiquitous health monitoring, related
challenges, sensors, and technologies. (Dr. Lynn
Abbott) - 30 min
2. Application: Next, we’ll discuss the roles of
vital sign in psychophysiological measures
including arrythmia, cognitive stress, attention,
fatigue, discomfort, and drowsiness. (Dr. Abhijit
Sarkar) – 30 min
3. Existing Methods: Next, we’ll discuss promises
and limitations of existing methods for remote
measurement of vital signs. This includes methods
that uses conventional cameras, RF cameras, radar,
Wifi. This will highlight some of the major
accomplishment for each of the methods. (Dr. Lynn
Abbott) – 30 min
4. Break – 15 min
5. Ubiquitous health monitoring (UHM): This
session will discuss what UHM is, components of
UHM, current state of research in wearable
technologies, cloud-based computing of health
data, and how advanced data analytics techniques
are used for UHM (Dr. Sarkar, Dr. Abbott).
6. Camera based method: (Dr. Abhijit Sarkar) – 60
minutes
a. First, we’ll discuss how data from RGB and NIR
cameras contains blood volume pulse information
from human face.
b. Next, we’ll discuss challenges from motion and
ambient illumination and methods to address those
challenges.
c. Next, we’ll show how advance computer vision,
signal processing, and machine learning methods
including deep learning are used to extract blood
volume pulse, and respiration rate.
d. Next, we’ll discuss how thermal imaging can be
used for the study of human psychophysiology.
e. Finally, we’ll discuss next frontiers in remote
measurements, and current states.
7. Discussion: (Dr. Abhijit Sarkar, Dr. Lynn
Abbott) – (15 minutes) About the Speaker(s) Dr. Sarkar
is a Senior Research Associate in the Virginia
Tech Transportation. He leads the computer vision
and machine learning group in the division of Data
and Analytics. His current research focuses on
application of computer vision, machine learning,
biometric, and big data analysis for
transportation safety, driver health monitoring,
human factors, and affective computing. His
current work is supported by Federal Highway
Administration (FHWA), National Science Foundation
(NSF) National Highway Traffic Safety
Administration (NHTSA), National Academies of
Sciences Engineering and Medicine, National
Surface Transportation Safety Center for
Excellence (NSTSCE), Safety through Disruption
(Safe-D) University Transportation Center (UTC),
and numerous proprietary companies. Dr. Sarkar has
more than 30 technical publications, proceedings,
and book chapters. He has software development
experience in both academia and industry for 12
years. Dr. Abbott is a Professor at Virginia Tech,
where he is a faculty member in the Bradley
Department of Electrical and Computer Engineering.
His primary research interests involve Computer
Vision, Machine Learning, and Biometrics. In the
area of biometrics, he has led efforts involving
fingerprint analysis, authentication from
cardiovascular signals, and facial expression
recognition. His work is currently supported by
the National Science Foundation (NSF) and by the
Federal Highway Administration (FHWA). Dr. Abbott
has authored or coauthored more than 160 technical
publications and has been awarded one U.S. patent.
He teaches graduate courses in the area of
Computer Vision, and undergraduate courses in
software development, microcontroller systems, and
Artificial Intelligence.
Human Factors and Cybersecurity: 10 Things you
need to know to protect yourself and your company
from cyber attacks
Every day the number of ransomware, identity
thefts, credit card fraud, email message hacking,
etc. grows and costs individuals and institutions
both short-term and long-term loss. The press is
full of reports of data center breaches that
result in loss of intellectual property, trade
secrets, and/or customer data and affect the
company’s reputation. Successful cyber protection
at the individual level or enterprise level is not
possible without having well-trained people who
are aware of security risks and are knowledgeable
enough to make sound judgments when they are
confronted with cyber-attacks such as phishing or
fraudulent phone calls. The active involvement of
employees and their awareness are paramount to a
company’s security compliance. The objective of
this tutorial is to cover 10 important areas of
cybersecurity risks and teach attendees about
protective measures. After the completion of this
training, session participants will learn
practical ways of dealing with cyber-attacks, and
a list of actions to take to protect themselves at
both the individual and the company level.
About the Speaker(s) Dr. Abbas
Moallem is the executive director of UX Experts,
LLC, a UX/UI design and cyber security consultancy
in Cupertino, California, and an adjunct professor
at San Jose State University, where he teaches
Human computer Interaction, Human Factors, Data
Visualization and Cyber Security. Abbas is the
editor of the Human-Computer Interaction and Cyber
Security Handbook published in 2018 and
Cybersecurity Awareness among College Students and
Faculty published in 2019 by CRC Press. His latest
books are “Understanding Cybersecurity
Technologies” and “Smart and Intelligent System:
The Human Elements in Artificial Intelligence,
Robotics, and Cybersecurity” published in 2021 by
CRC Press. Dr. Moallem has over 20 years of
experience in the fields of human factors,
ergonomics, human computer interaction (HCI) and
usability. He has also served as a senior
engineering product manager and usability expert
at NETGEAR, a UI Architect at PeopleSoft, Oracle
Corporation, Tumbleweed, and Axway for over 11
years. He has consulted in a variety of industries
in Europe, Canada, and the US
Tutorial
Group C - 14:30 - 17:30 (HST) Dec 8, 2024
This tutorial will provide all the basics and
essential concepts of Python and Data
Science. It is the process of deriving
knowledge and insights from a huge and diverse set
of data. It extracts the data from the source and
applying data visualization techniques. for this
purpose, Data science needs a very versatile yet
flexible language for highly complex mathematical
processing. Python is most suited for general
computing as well as scientific computing. This
tutorial will increase awareness and understanding
of key issues related to the tutorial topic.
Further, they will learn;
• Concepts and
issues related to Data Science.
• How these
concepts relate to Python.
• Principles
and techniques that are useful in Data Science and
Python libraries.
Content and Benefits:
This tutorial is suitable for non-programmers as
well as programmers who don't know Python. It will
help how to do data analyses using the Python
language and Pandas The exercises will include the
design and evaluation
This tutorial will discuss how both Data Science
and Python are interrelated and essential for Data
visualization.
This tutorial will include both presentations and
practical work.
The tutorial will also provide guidelines for
future research
Topics
Covered:
• Basic
steps in data science
• Python:
basics, variables, data types, objects, loops,
conditions
• Python:
functions, string functions, lists, tuples,
dictionaries, sets
•
Exploratory Data analysis by using Jupyter
Notebooks, Numpy, pandas etc.
You won't become a full-fledged Python
programmer, but you'll learn enough to continue
your own Python education afterwards.
About the Speaker(s) Dr.Javed
Anjum Sheikh, Associate Profesor/Director
CS&IT in the University of Minhaj University
Lahore – before that, I was the Assistant
Professor/Campus Director/Associate Dean of the
University of Lahore, Gujrat Campus and was the
Assistant Professor (Associate Director) of the
faculty of Computing and IT.
Neuroscience is the scientific study of the
nervous system. It is a multidisciplinary science
that combines physiology, anatomy, molecular
biology, developmental biology, cytology, computer
science and mathematical modeling to understand
the fundamental and emergent properties of neurons
and neural circuits. The understanding of the
biological basis of learning, memory, behavior,
perception, and consciousness has been described
by Eric Kandel as the "ultimate challenge" of the
biological sciences. The scope of neuroscience has
broadened over time to include different
approaches used to study the nervous system at
different scales and the techniques used by
neuroscientists have expanded enormously, from
molecular and cellular studies of individual
neurons to imaging of sensory, motor and cognitive
tasks in the brain.
About the Speaker(s) Adrian
Curtin is a researcher with Shanghai Jiao Tong
University and Drexel University. His research
background focuses on the neuroergonomic
application of neuroimaging, particularly in
mental health, neurostimulation, and in analysis
method development.
Heuristic evaluation is a well-known technique
that evaluates a design based on its compliance
with recognized usability principles. Heuristic
evaluations have the benefit of being very
efficient and focused (for example, an
accessibility evaluation is focused on
accessibility problems.) However, most
practitioners prefer user-based testing because
they have more confidence in the results.
Ideally, teams should use both, as effective
heuristic evaluations make user-based testing
more productive by focusing on hard-to-find
problems.
But a heuristic evaluation is only as good as
the set of heuristics used, and the most popular
heuristics are well past their “best by” dates.
Arguably the most popular usability heuristics
were devised by Jakob Nielsen and Rolf Molich—in
1990! Considering how rapidly UI design has
changed, the relevance and practical value of
even 5-year-old heuristics should be suspect.
Less popular heuristics are often vague and hard
to apply meaningfully (example: “…check whether
the user has enough control…” What does that
even mean?)
This tutorial will consist of two parts. In Part
1, we will quickly review the most well-known
usability heuristics, plus a summary of the top
design principles recommended by the most
popular platforms (iOS, Android, Windows, and
Mac). The class will break into three teams
(representing desktop, web, and mobile), and
devise their own usability heuristics using a
structured process. The focus of the results
will be on their practical value. At the end of
this part, each team will present their results
to the class.
For Part 2, we will review the ground rules for
effective heuristic evaluations, then as apply
our newly created heuristics to desktop, web,
and mobile designs (at least one for each
platform). The tutorial will end with a
discussion about the effectiveness of the
evaluations and how to further improve the
process.
About the Speaker(s) Everett
McKay is Principal of UX Design Edge and a UX
design consultant and trainer with global
clientele that includes Europe, Asia, South
America, Australia, and Africa. Everett's
specialty is finding practical, intuitive, simple,
highly usable solutions quickly for web, mobile,
and desktop applications. Everett has over 30
years' experience in user interface design—and
even more programming UIs. (He loves React!)
Everett is author of "Intuitive Design: Eight
Steps to an Intuitive UI", the definitive guide to
designing intuitive interactions, and "UI Is
Communication: How to Design Intuitive, User
Centered Interfaces by Focusing on Effective
Communication", a groundbreaking approach to UI
design using human communication-based principles
and techniques. While at Microsoft, Everett wrote
the Windows UX Guidelines for Windows 7 and
Windows Vista. Everett holds a master's degree in
computer science from MIT.
Neuroscience (or neurobiology)
is the scientific study of the nervous system. It
is a multidisciplinary science that combines
physiology, anatomy, molecular biology,
developmental biology, cytology, computer science
and mathematical modeling to understand the
fundamental and emergent properties of neurons and
neural circuits. The understanding of the
biological basis of learning, memory, behavior,
perception, and consciousness has been described
by Eric Kandel as the "ultimate challenge" of the
biological sciences. The scope of neuroscience has
broadened over time to include different
approaches used to study the nervous system at
different scales and the techniques used by
neuroscientists have expanded enormously, from
molecular and cellular studies of individual
neurons to imaging of sensory, motor and cognitive
tasks in the brain.
About
the
Speaker(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s):
Dr. Adrian Curtin, Drexel University
Neuroscience
(or neurobiology) is the scientific study of the
nervous system. It is a multidisciplinary
science that combines physiology, anatomy,
molecular biology, developmental biology,
cytology, computer science and mathematical
modeling to understand the fundamental and
emergent properties of neurons and neural
circuits. The understanding of the biological
basis of learning, memory, behavior, perception,
and consciousness has been described by Eric
Kandel as the "ultimate challenge" of the
biological sciences. The scope of neuroscience
has broadened over time to include different
approaches used to study the nervous system at
different scales and the techniques used by
neuroscientists have expanded enormously, from
molecular and cellular studies of individual
neurons to imaging of sensory, motor and
cognitive tasks in the brain.
About
the
Speaker(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s)(s):
TBD