CSE271: User Interface Design: Social and
Technical Issues
Projects
There are no very rigid rules; projects can be tailored to the interests
and talents of each individual, from beginners to experts, and in many
different areas. But (I think) it is better to work in a team that makes a
substantial contribution, facilitates learning, and delivers a experience more
like the (so called) real world.
Here are a few suggestions; they are only examples.
- Design and prototype a simple system using some of the principles in
Andersen's Multimedia phase spaces paper.
- Study times and/or dates and try to discover the tradeoffs involved in
enough detail to explain why certain conventions are used in certain contexts.
One rather easy example is the military time convention.
- Study the user interface of the current Tatami examples or Kumo prototype,
show that various design choices are either optimal or suboptimal, and suggest
some improvements.
- Use algebraic semiotics to prove that some representation in some
user interface is better (or worse) than some other representation.
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17 February 1998