Checking date: 25/05/2022

Course: 2022/2023

Interactive and ubiquitous systems
Study: Bachelor in Computer Science and Engineering (218)

Coordinating teacher: BELLUCCI , ANDREA

Department assigned to the subject: Department of Computer Science and Engineering

Type: Compulsory
ECTS Credits: 6.0 ECTS


Requirements (Subjects that are assumed to be known)
User Interfaces (Course: 3 / Semester: 1)
The Interactive and Ubiquitous Systems course focuses on the design and study of those interactive systems that go beyond the desktop computer and that are integrated into the fabric of our activities and multiple environments. In this course students will design and develop prototypes of new technological possibilities so that people interact more significantly with their physical and social environment. The subject reviews the historical evolution of computing and human-computer interaction, from the mainframes to ubiquitous computing. Likewise, current and future trends of ubiquitous technology are analyzed, focusing on key concepts, such as interaction paradigms, computer technologies, and interaction techniques that make it possible for the computer to "leave" the desktop computer to integrate into the physical and social world. On the one hand, the new devices, technologies and interaction paradigms for ubiquitous environments, such as API for Web distributed systems, sensor data and multi-touch, tangible and embodied interaction, are addressed. On the other hand, classic as well as novel design, prototype and evaluation techniques of ubiquitous interaction systems are studied and practiced to complete the user-centered design cycle. Finally, aspects of security, ergonomics, usability and accessibility related to the integration of new interactive technologies with the physical environment and daily tasks are analyzed. Upon successful completion of this course, the student acquires the abilities to: Know and apply techniques for modeling, prototyping and qualitative and quantitative analysis of interactive systems. Understanding the ubiquitous interaction paradigm, including multi-device, multi-sensory and immersive interaction. Apply user-centered design methods and ubiquitous programming techniques to devise solutions that maximize utility and usability.
Skills and learning outcomes
Link to document

Description of contents: programme
1. - Evolution of human computer interaction and interaction paradigms. 1.1. - Stages and paradigms in HCI 1.2. - Fundamentals of ubiquitous computing 2. - Interaction and user experience in ubiquitous systems. 2.1. - Interaction for ubiquitous environments: multi-touch, tangible and embodied, gestures, voice and multimodal. 2.2. - Design process and tools. 2.3. - Rapid prototyping techniques for ubiquitous environments 3. - Safety, ergonomics, usability and accessibility aspects. 3.1. - Objectives for interactive design 3.2. - Design requirements and guidelines 4. - Development and implementation of interactive ubiquitous systems. 4.1. - Advanced aspects of JavaScript programming 4.2. - Node.js and "server-side" JavaScript programming 4.3. - Network architecture for ubiquitous systems 4.4. - Web API for sensor-based interaction 5. - Evaluation of interactive ubiquitous systems. 5.1. - Benefits and impact. 5.2. - Objects, types, and evaluation environments. 5.3. - Evaluation methods and techniques with and without users.
Learning activities and methodology
* Theoretical classes: 1 ECTS - Purpose: to achieve the specific cognitive skills of the course - Execution: master classes in which theoretical concepts on ubiquitous computing are presented. * Practical classes: 1 ECTS - Purpose: to achieve instrumental competences and develop attitudinal competences. - Execution: practical laboratory classes in which technical topics will be exposed and practical examples related to the development of interactive and ubiquitous applications will be shown. Students will work on the resolution of problems. * E-learning (SPOC): 1 ECTS - Purpose: to achieve instrumental competences and develop attitudinal competences - Execution: online learning activities through videos, self-assessment tests, code analysis and programming assignments. Thanks to the support of the SPOC course, some of the theory and practical classes will be oriented to deepen the online content. * Group work on a case study: 2 ECTS - Purpose: develop instrumental and attitudinal skills - Execution: Design and implementation of a practical case through group work * Final exam: 1 ECTS - Purpose: complete the development of cognitive and procedural skills * Tutorials: Individualized assistance (individual tutorials) or in group (collective tutorials) to students by the teacher. METHODOLOGY - Seminars and lectures supported by computer and audiovisual aids. - Practical learning based on cases and problems, and exercise resolution. - Individual and group or cooperative work with the option of oral or written presentation. - Individual and group tutorials to resolve doubts and queries about the subject. - Practice and directed laboratory activities.
Assessment System
  • % end-of-term-examination 30
  • % of continuous assessment (assigments, laboratory, practicals...) 70
Calendar of Continuous assessment
Basic Bibliography
  • John Krumm. Ubiquitous computing fundamentals. Chapman & Hall/CRC Press. 2010
  • Yvonne Rogers, Jenny Preece, Helen Sharp. Interaction Design: Beyond Human-Computer Interaction, 5th Edition. John Wiley & Sons, Inc. . 2019
Recursos electrónicosElectronic Resources *
Additional Bibliography
  • Bill Buxton. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann. 2007
  • Don Norman. The Design Of Everyday Things. Basic Books. 2013
  • Paul Dourish. Where the action is. MIT Press. 2004
Recursos electrónicosElectronic Resources *
(*) Access to some electronic resources may be restricted to members of the university community and require validation through Campus Global. If you try to connect from outside of the University you will need to set up a VPN

The course syllabus may change due academic events or other reasons.