Subject: Programmimg Usable Interfaces

Scientific Area:



80 Hours

Number of ECTS:

7,5 ECTS



Overall objectives:

1 - Learn to express yourself in executable form
2 - Learn the basics of what is hard and easy to r apidly prototype
3 - Learn the basic terminology and approaches used by program mers, so you can work with them
4 - Experience the frustration and joy of programming a working prototype
5 - Design and conduct informal user tests of prototypes to find flaws with your interfaces


0 - This course is a combination programming course and design studio, and is for those who wish to express their interactive ideas in working prototypes. Students will learn how to use programming languages, how to design and implement effective GUI interfaces, and how to perform rapid, effective iterative user tests. They will also explore advanced interaction and interface techniques. The course will cover usability testing of interactive prototypes. It will also cover important subjects related to distribution of software products, selling in determinate vs. indeterminate markets, case studies and context-aware apps.
1 - Intr oduction
2 - Ideas, brainstorming
3 - Prototyping
4 - The usabiity engineering process
5 - Context-aware prototyping
6 - Creativity
7 - Distribution, tech markets, selling


Jakob Nielsen , 1993 , Usability Engineering , Boston: Academic Press
Peter Thiel and Blake Masters , 2014 , Zero to One: Notes on Startups, or How to Build the Future , Crown Business

Assesssment methods and criteria:

Classification Type: Quantitativa (0-20)

Evaluation Methodology:
The course is "hands-on", with intensive and iterativ e programming assignments. There are 4 homework assignments providing practical exercises related to material in the first half of the course. These will be due one week after they are assigned. The final exam accounts for 45% of the grade, with reading summaries, homework assignm ents and in-class participation.