Implementation and Evaluation
Keywords |
Classification |
Keyword |
CNAEF |
Design |
Instance: 2022/2023 - 1S (edição n.º 1)
Cycles of Study/Courses
Teaching language
Suitable for English-speaking students
Objectives
Know and implement prototyping and evaluation methodologies in the development of clinical technologies;
Know the specificities of 'User Interfaces' in different contexts and devices to support human health and well-being;
Knowing human factors and their articulation with the experience of using artifacts to support human health and well-being;
Identify and understand the different project and team management methodologies for interactive media;
Knowing design and prototyping tools, implementing methods for defining system/product requirements and user-centered design;
Know, implement and evaluate different typologies and prototyping phases, using rapid prototyping tools and development of applications and games, including the use of appropriate programming languages and paradigms; Know how to apply principles of interaction design and game design to interactive media in the context of health and well-being;
Learning outcomes and competences
Know and implement prototyping and evaluation methodologies in the development of clinical technologies: Hands-on sessions with the professor to learn about implementation technologies such as Thunkable, JS, Flutterflow, React, etc. Evaluation methods focused on health cases are presented.
Knowing the specificities of 'User Interfaces' in different contexts and devices to support human health and well-being.
Identify and understand the different project and team management methodologies for interactive media: The main project management methodologies are presented.
Knowing design and prototyping tools, implementing methods for defining system/product requirements and user-centered design.
Know, implement and evaluate different typologies and prototyping phases, using rapid prototyping tools and development of applications and games.
Working method
Presencial
Program
• Web and game programming
• Horizontal, vertical prototyping
• Prototyping for web, apps and games
• prototyping frameworks
• ‘Mixed Methods’ in data analysis: Advantages and Disadvantages
• Descriptive statistical analysis
• Qualitative methods ('case studies' / Examples of thematic analysis)
• Digital health case studies
• Health information systems and electronic medical records
• Clinical decision support systems
• Signs and medical imaging
• heuristic evaluation
• usability evaluation
• UX Assessment
• Implicit and explicit methods
• Evaluation methods in health information systems
Mandatory literature
Adams, Ernest; Fundamentals of Game Design
Adams, Ernest; Fundamentals of Game Design
Brooke J.; SUS: A quick and dirty usability scale
Brooke J.; SUS: A quick and dirty usability scale
Brown, Daniel M.; Communicating Design. Developing Web Site Documentation for Design and Planning
Brown, Daniel M.; Communicating Design. Developing Web Site Documentation for Design and Planning
Cooper, Alan, Robert Reimann, David Cronin, and Christopher Noessel; About Face: The Essentials of Interaction Design
Cooper, Alan, Robert Reimann, David Cronin, and Christopher Noessel; About Face: The Essentials of Interaction Design
Teaching methods and learning activities
Classes will take place in a laboratory, which is essentially an operational and experimentation place, where students will develop theoretical-practical projects, implement scientific content and consolidate technical skills.
The evaluation consists of 40% of the grade for the Evaluation component and 60% for the Implementation component.
Classes will assume a PBL "Problem-Based Learning" learning approach with three complementary components: Expositive (where the teacher will present the subject and points of analysis); Practice (where the professor will promote exercises to solve in class time and outside class); Lecture (where a guest from the R&D area or industry will complement the themes of some classes). In this sense, the planning of the UCs will reserve space for "Flipped Classes", where students
they will present and explain to the class the work process and the results of the exercises, constituting these classes as relevant moments of assessment of competencies.
Evaluation Type
Distributed evaluation without final exam
Assessment Components
Designation |
Weight (%) |
Trabalho prático ou de projeto |
100,00 |
Total: |
100,00 |
Amount of time allocated to each course unit
Designation |
Time (hours) |
Trabalho laboratorial |
33,00 |
Total: |
33,00 |
Eligibility for exams
• Practical and expository classes for students to learn about and apply different frameworks and prototyping methods through mentoring and project monitoring.
• Hands-on Thunkable software for students to understand and apply core web and game programming principles.
• Introduction and practical classes for students to know how to implement functional prototypes.
• Lectures to understand and apply formative and summative assessment methods at different stages of interaction design development.
• Monitoring the planning and conduction of usability tests using user models
• Monitoring with students to select and apply different assessment methods at different stages of a project development process
Calculation formula of final grade
The evaluation consists of 40% of the grade for the Evaluation component and 60% for the Implementation component.