ARTICULATION DOCUMENT T343 – Humanist Computing

advertisement
ARTICULATION DOCUMENT
T343 – Humanist Computing
MODULE STRUCTURE
Module Category: Specialisation
Level (year of study): Year 3
Credit Units: 4 Modular Credits
Curriculum Hours: 90
Contact Hours: 60 over 15 weeks (4 hours per week)
Module Assessment: Continuous Assessment: 50%
- 15 Daily Grades
Summative Assessment: 50%
Understanding Test 1: 15% (online)
Understanding Test 2: 15% (online)
Understanding Test 3: 30% (online)
SECTION 2: MODULE OVERVIEW
Humanist computing is a methodology inspired by observations of human perceptions and
behaviours. The general principle is that humans are good at solving problems, summarising
information and making decisions with incomplete information. It seems natural therefore that
when we are faced with the problem of building artificial systems to perform similar tasks we take
some inspiration from the observation of humans.
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 1
Humanist computing, according to Dr Jonathan Rossiter, research-fellow at the Department of
Engineering Mathematics, University of Bristol, is a methodology inspired by observations of human
perceptions and behaviours. The principle is that artificial systems can be modelled on certain
human cognitive behaviour such as solving problems, dealing with ambiguity and summarizing
information.
As Traub and Lipkin state in their essay Digital Humanism, “the computer only has value as it
enhances that which makes us human... Our humanity likes in our ability to transmit from one to
another, allowing others to gain access to successful formulations and articulations that further our
notion of being.”
MODULE OUTCOMES AND LEARNING OUTCOMES
Listed below are the principles on which the module objectives are based:
Information Theory
 How information is processed; how it flows and the different ways in which it can be
represented.
Network
 The connections between people and systems.
Mapping
 Highlighting and visually representing the relationships between elements
Ecology
 Interdependency of systems and the connections; the relationship of a design in a system.
Perception
 How humans make sense of stimuli.
Interfacing
 The communication between people and systems.
Applications of skills learnt in Humanist Computing:
 Designing of intuitive interfaces

Information architecture

Instructional design

Information design
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 2
Allocated time per day
Module Coverage
Discussions in
Study Cluster
Principles:
a) Information Theory
b) Network
c) Mapping
d) Ecology
e) Perception
f) Interfacing
Application:
a) Designing of intuitive interfaces
b) Information architecture
c) Instructional design
d) Information design
Total = 15 Problems = 90 hours
Resource
gathering
and team
work
Skills acquisition
and practice
20
20
42
8
40
42
8
TEACHING AND LEARNING
The module is predominantly delivered via a problem based learning style curriculum. However, up
to 15% of the module uses a technical hands-on tutorials style curriculum. The module is
predominantly taught in a classroom and also involves field trip and a mini project with a simulated
industry client.
LEARNING RESOURCES
References
Rossiter, J.M (2003). Humanist Computing: Modelling with Words, Concepts, and Behaviours. In
Jonathan Lawry, James G. Shanahan, Anca L. Ralescu (Eds.), Modelling with Words (pp. 124–152).
Springer-Verlag Berlin Heidelberg.
Traub, C.H & Lipkin, J. Digital Humanism, Education of an E-Designer, 2001
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 3
Bibliography
Buxton, W. (2007). Sketching user experiences: Getting the design right and the right design.
Amsterdam: Elsevier/Morgan Kaufmann.
De Souza, C. S. (2005). The semiotic engineering of human-computer interaction. Acting with
technology. Cambridge, Mass: MIT Press.
Doctorow, C. (2007). Overclocked: Stories of the future present. Norwalk, Conn: Easton Press.
Dolin, P. A. (2006). Exploring digital workflow. Design exploration series. Clifton Park, NY: Thomson
Delmar Learning.
Dunne, A. (2005). Hertzian tales: Electronic products, aesthetic experience, and critical design.
Cambridge, Mass: MIT Press.
Eames, C., & Eames, R. (1957). The information machine: Or, Creative man and the data processor.
U.S.: IBM; made by Charles and Ray Eames.
Forsythe, C., Bernard, M. L., & Goldsmith, T. E. (2006). Cognitive systems: Human cognitive models in
systems design. Mahwah, N.J.: L. Erlbaum Associates.
Fuchs, C. (2008). Internet and society: Social theory in the information age. Routledge research in
information technology and society, 8. New York: Routledge.
Garnham, A., & Oakhill, J. (1994). Thinking and reasoning. Oxford, UK: Blackwell.
Garrett, J. J. (2003). The elements of user experience: User-centered design for the Web. Indianapolis,
Ind: New Riders.
Gershenfeld, N. A. (1999). When things start to think. New York: Henry Holt.
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 4
Gibson, D. (2009). The wayfinding handbook: Information design for public places. New York:
Princeton Architectural Press.
Greenfield, A. (2006). Everyware: The dawning age of ubiquitous computing. Berkeley, CA: New
Riders.
Heller, S. (2001). Education of an e-designer. New York: Allworth Press.
Jörgensen, C. (2003). Image retrieval: Theory and research. Lanham, Md: Scarecrow Press.
Katz, J. E., & Aakhus, M. A. (2002). Perpetual contact: Mobile communication, private talk, public
performance. Cambridge, UK: Cambridge University Press.
McLuhan, M. (2008). Understanding media: The extensions of man. Routledge classics. New York:
Routledge.
Mitchell, R., & Thurtle, P. (2004). Data made flesh: Embodying information. New York: Routledge.
Norman, D. A. (2007). The design of future things. New York: Basic Books.
Norman, D. A. (1999). The invisible computer: Why good products can fail, the personal computer is
so complex, and information appliances are the solution.
Norman, D. A. (1998). The invisible computer: Why good products can fail, the personal computer is
so complex, and information appliances are the solution. Cambridge, Mass: MIT Press.
Porter, J. (2008). Designing for the social Web. Voices that matter. Berkeley, CA: New Riders.
Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction design: Beyond human-computer interaction.
New York, NY: J. Wiley & Sons.
Rumsey, S. (2004). How to find information: A guide for researchers. Maidenhead: Open University
Press.
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 5
Saffer, D. (2007). Designing for interaction: Creating smart applications and clever devices. Voices
that matter. Berkeley CA: New Riders.
Schwartz, T. (1973). The responsive chord. Garden City, N.Y.: Anchor Press.
Shedroff, N. (2001). Experience design 1. Indianapolis, Ind: New Riders.
Shirky, C. (2008). Here comes everybody: The power of organizing without organizations. New York:
Penguin Press.
Stephenson, N. (2000). The diamond age. New York: Bantam Books.
Trappl, R., Petta, P., & Payr, S. (2002). Emotions in humans and artifacts. Cambridge, Mass: MIT Press.
Tunkelang, D. (2009). Faceted search. [San Rafael, Calif.]: Morgan & Claypool.
Visocky O'Grady, J., & Visocky O'Grady, K. (2008). The information design handbook. Cincinnati, Ohio:
How Books.
Vries, M. J. d. (2005). Teaching about technology: An introduction to the philosophy of technology for
non-philosophers. Science & technology education library, 27. Dordrecht [u.a.]: Springer.
Wodtke, C. (2003). Information architecture: Blueprints for the Web. Boston: New Riders.
School of Technology for the Arts, Republic Polytechnic
T343 Humanist Computing
Page 6
Download