Interface Programming with a User Perspective

5 credits

Syllabus, Bachelor's level, 1MD031

A revised version of the syllabus is available.
Education cycle
First cycle
Main field(s) of study and in-depth level
Computer Science G2F, Sociotechnical Systems G2F, Technology G2F
Grading system
Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
Finalised by
The Faculty Board of Science and Technology, 10 March 2015
Responsible department
Department of Information Technology

Entry requirements

60 credits of which at least 15 credits in mathematics and 15 credits in computer science including basic programming.

Learning outcomes

On completion of the course, the student should be able to:

  • use fundamental theories and design principles in the field of Human-Computer Interaction to construct efficient, effective, and satisfying interactive user interfaces;
  • use existing components from an interface library to build an interactive user interface;
  • separate the behaviour of a user interface from its appearance and content, by implementing multi-language support, and a visual presentation that is independent of the structure of underlying data. The visual presentation must also to a high extent be independent of screen size and available input devices of client computers.
  • structure program code in a way that separates storage, manipulation and presentation to a high extent;
  • connect a user interface to a database system;
  • carry out a basic evaluation of a graphical user interface.


Implementation of graphical user interfaces. Strategies and techniques for user interface design for new or existing systems, including the use of databases. Focus is on the structural development of the interfaces. Also tools used to create interfaces belong here, as well as methods to connect databases to graphical user interfaces. Different ways to design interfaces are examined via practical exercises.

Key concepts: model-view-control, threaded interfaces, interruption control, client/server, language independent applications, design patterns, keyboard shortcuts, actions, renderers, API.


The course is practically aimed, and a large part of the knowledge must be acquired via individual and group-based programming/development.


Oral and written presentation of programming exercises. Oral presentation of, and discussion about project work. Written assignments and active participation in seminars.