MSE Master of Science in Engineering

The Swiss engineering master's degree

Jedes Modul umfasst 3 ECTS. Sie wählen insgesamt 10 Module/30 ECTS in den folgenden Modulkategorien:

  • ​​​​12-15 ECTS in Technisch-wissenschaftlichen Modulen (TSM)
    TSM-Module vermitteln Ihnen profilspezifische Fachkompetenz und ergänzen die dezentralen Vertiefungsmodule.
  • 9-12 ECTS in Erweiterten theoretischen Grundlagen (FTP)
    FTP-Module behandeln theoretische Grundlagen wie die höhere Mathematik, Physik, Informationstheorie, Chemie usw. Sie erweitern Ihre abstrakte, wissenschaftliche Tiefe und tragen dazu bei, den für die Innovation wichtigen Bogen zwischen Abstraktion und Anwendung spannen zu können.
  • 6-9 ECTS in Kontextmodulen (CM)
    CM-Module vermitteln Ihnen Zusatzkompetenzen aus Bereichen wie Technologiemanagement, Betriebswirtschaft, Kommunikation, Projektmanagement, Patentrecht, Vertragsrecht usw.

In der Modulbeschreibung (siehe: Herunterladen der vollständigen Modulbeschreibung) finden Sie die kompletten Sprachangaben je Modul, unterteilt in die folgenden Kategorien:

  • Unterricht
  • Dokumentation
  • Prüfung
Advanced User Interfaces (TSM_UseInf)

Graphical User Interfaces have long become standard UIs for computers, and mobile devices have not only adopted these GUIs but augmented them with multi-touch screens, speech in- and output, gesture, handwriting recognition, and several additional sensors. This has fostered innovative ways of user interaction with the information available on these devices that were only been seen in professional environments so far. In the professional environment, the trend has further developed into more and more immersive systems where the user dives more or less entirely into a virtual world to interact with the vast amount of available information efficiently. In these scenarios, true hand tracking is gaining significant momentum vs. glove-based tracking systems.

This module gives a solid introduction to the fundamental concepts and techniques of both advanced user interfaces with different input and output channels and interaction modalities, as well as immersive systems with haptic interaction. Insight into developing these advanced user interfaces and immersive systems with hand-tracking interaction will be given through hands-on exercises.


  • Basic principles of human cognition and human-machine interaction
  • Basic knowledge of graphical user interfaces.


Students attending this module

  • have complemented their knowledge about the user-centered UI design process and its major activities
  • are familiar with a wide range of non-standard and advanced user interfaces and can discriminate and explain their characteristics, strengths and limitations
  • possess a sound knowledge of the principles and (potential) application areas of non-standard user interfaces such as voice, gesture-based or haptic user interfaces as well as immersive systems and technologies
  • know the required components and underlying technologies for these advanced user interfaces and are able to evaluate and design simple applications
  • have extended their knowledge of user-centred design and usability to environments and applications using non-standard user interfaces and can evaluate their suitability for specific tasks or projects


  • The User-Centered Design Process (15%)
    • Fundamentals of Human-Computer Interaction (Recapitulation/Convergence)
    • UI Requirements Elicitation & Analysis: Stakeholders, Users, Business, Tasks and Context
    • UI Design & Evaluation: Principles, Patterns, Guidelines, and Techniques
    • Aligning with the Software Engineering process
  • Recognition Based User Interfaces (50%)
    • Fundamentals of recognition-based UIs (Hidden-Markov Models, Deep Neural Networks)
    • Conversational User Interfaces
  • Immersive Systems (35%)
    • Fundamentals of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) systems.
    • Technology for VR applications (human depth perception, 3D stereoscopic and volumetric displays, tracking and motion capturing technologies, locomotion interfaces)
    • PC-based VR system vs. stand-alone VR systems based on Android and iOS, cross-platform development
    • Use of game engines like "Unity" and "Unreal Engine"
    • Sonification

Lehr- und Lernmethoden

  • Ex cathedra
  • Self study of literature / publications
  • Practical exercises

Vollständige Modulbeschreibung herunterladen