The University of Southampton
Courses

MANG6144 E-Business & Human–Computer Interaction

Module Overview

The first part of this module aims to provide you with some insight into the complexity and diversity of human interaction with technology and User Experience (UX) design – but it is not simply about computers! Every day we interact with a wide variety of systems, web sites, machines, etc. that sometimes help us to achieve our goals, but very often don't. This part of the module aims to identify and explain why we easily become frustrated and confused when using systems. It draws from psychological theory and empirical studies of interface design and aims to discuss some of the underlying principles of design and theories of human cognition. Although designing a user-friendly web site is likely to be one of the critical success factors in developing a web business, a company wishing to engage in e-commerce or e-business in general needs to address a whole range of issues, both strategically and technologically. Hence, the second part of this module will explore how the Internet and other digital technologies are being used for conducting commerce – including both business-to-business (B2B) and business-to-consumer (B2C). Furthermore, based on some real-world examples, we will investigate how these technologies are impacting or disrupting existing business models as well as creating new ones and how they are an enabler of globalisation. Also, we will learn more about online advertising, how to monitor and improve web site effectiveness using web analytics, etc. The module will be taught by a range of methods such as lectures, indicated reading, group discussions and feedback from your own experience, analysis and interaction with computers, other systems and each other, and exploration of case studies/papers and videos. The learning environment provided will be highly interactive, meaning that in order for the course to be successful your contribution is as important as ours. Assessment consists of a group project and presentation (40% of the marks) and exam (60%).

Aims and Objectives

Module Aims

The main goal of the module is to provide you with an in-depth introduction into the fields of human-computer interaction and e-business.

Learning Outcomes

Knowledge and Understanding

Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:

  • How humans can and should interact with systems of all kinds;
  • The relationship between Internet technologies and e-business strategy.
Subject Specific Intellectual and Research Skills

Having successfully completed this module you will be able to:

  • Recognise and evaluate usability, design issues and human cognition in relation to human-computer interactions;
  • Identify major concepts, technologies and trends in the e-business domain and explain their business applications using real-world examples.
Transferable and Generic Skills

Having successfully completed this module you will be able to:

  • Critical evaluation;
  • Observational;
  • IT;
  • Presentation;
  • Interpersonal;
  • Teamwork.

Syllabus

Human-computer interaction (HCI): • HCI: past, present and future; • Design and usability; • Cognitive processing; • Human error. E-business: • Digital business and e-commerce: basic types; successes and failures; (global) digital divide • Business models on the Web; • B2B models and technologies; • Web analytics; online advertising.

Learning and Teaching

Teaching and learning methods

The module will be taught by a range of methods such as lectures, indicated reading, group discussions and feedback from your own experience, analysis and interaction with computers, other systems and each other, and exploration of case studies/papers and videos. The learning environment provided will be highly interactive, meaning that in order for the course to be successful your contribution is as important as ours.

TypeHours
Teaching24
Independent Study126
Total study time150

Resources & Reading list

Turban, E. et al. (2015). Electronic Commerce: A Managerial and Social Networks Perspective. 

Donald, N. A (2007). The Design of Future Things. 

Preece, J., Rogers, Y. & Sharp, H. (2007). Interaction Design: Beyond Human-Computer Interaction. 

Laudon, K. C. & Traver, C. G (2016). E-Commerce 2016: Business, Technology, Society (Global edition). 

Carroll, J. M. (2013). Human Computer Interaction. The Encyclopedia of Human-Computer Interaction. ,0 , pp. 0.

Smith-Atakan, S (2006). Human-Computer Interaction. 

Chaffey, D. (2014). Digital Business and E-Commerce Management. 

Assessment

Formative

Questions and answers

Summative

MethodPercentage contribution
Examination  (2 hours) 60%
Group presentation 40%

Repeat

MethodPercentage contribution
Examination  (2 hours) 60%
Individual Coursework 40%

Referral

MethodPercentage contribution
Examination  (2 hours) 100%

Repeat Information

Repeat type: Internal & External

Costs

Costs associated with this module

Students are responsible for meeting the cost of essential textbooks, and of producing such essays, assignments, laboratory reports and dissertations as are required to fulfil the academic requirements for each programme of study.

In addition to this, students registered for this module typically also have to pay for:

Textbooks

Recommended texts for this module may be available in limited supply in the University Library and students may wish to purchase the core/recommended text as appropriate.

Please also ensure you read the section on additional costs in the University’s Fees, Charges and Expenses Regulations in the University Calendar available at www.calendar.soton.ac.uk.

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