Syllabus for User Interface Programming II
- 5 credits
- Course code: 1MD003
- Education cycle: Second cycle
Main field(s) of study and in-depth level:
Computer Science A1F,
Human-Computer Interaction A1F
Explanation of codes
The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:
- G1N: has only upper-secondary level entry requirements
- G1F: has less than 60 credits in first-cycle course/s as entry requirements
- G1E: contains specially designed degree project for Higher Education Diploma
- G2F: has at least 60 credits in first-cycle course/s as entry requirements
- G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
- GXX: in-depth level of the course cannot be classified
- A1N: has only first-cycle course/s as entry requirements
- A1F: has second-cycle course/s as entry requirements
- A1E: contains degree project for Master of Arts/Master of Science (60 credits)
- A2E: contains degree project for Master of Arts/Master of Science (120 credits)
- AXX: in-depth level of the course cannot be classified
- Grading system: Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
- Established: 2007-03-19
- Established by:
- Revised: 2019-10-25
- Revised by: The Faculty Board of Science and Technology
- Applies from: Spring 2020
120 credits including User Interface Programming I. Proficiency in English equivalent to the Swedish upper secondary course English 6.
- Responsible department: Department of Information Technology
On completion of the course, the student should be able to:
Explain the importance of separation of contents and the presentation, so called model-view;
Summarise and present individual and group work in discussions and seminars;
Create computer programs that give the user the opportunity to undo;
To create solutions where the program in a predefined way dynamic changes appearance and behaviour, for example based on the use;
Identify and distinguish usability problem in a given solution and suggest alternative strategies;
Use complex 2D graphics instead of using standard library components;
Model and create own composite components where reuse and adaptibility are in focus;
Compare and contrast alternative techniques to design/develop interfaces.
The purpose of this course is to give knowledge necessary to be able to implement user interfaces in domains with high demands on visualisation and interaction.
Focus lies on to create understanding of and practical skills in a number of strategies to solve complex interface problems, for example efficient presentation of simulation or computer games. Emphasis will also be on interface design and layout, so that proper usability can be achieved.
Handling of complex model-view, undo, drag and drop, design patterns for graphical interfaces, construction of user interfaces at run-time, techniques for fast updating of interface components, 2D graphics in complex components.
The course is practically aimed, and a large part of the knowledge must be acquired via individual and group programming.
Group-based solution to assignments, attendance on seminars, presentation of individual effort.
If there are special reasons for doing so, an examiner may make an exception from the method of assessment indicated and allow a student to be assessed by another method. An example of special reasons might be a certificate regarding special pedagogical support from the disability coordinator of the university.
- Latest syllabus (applies from Spring 2020)
- Previous syllabus (applies from Spring 2019)
- Previous syllabus (applies from Autumn 2007)
The reading list is missing. For further information, please contact the responsible department.