Module Descriptors
INTERFACE DESIGN
COMP40073
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Robin Oldham
Hours of Study
Scheduled Learning and Teaching Activities: 34
Independent Study Hours: 24
Total Learning Hours: 58
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • REPORT - 800 WORDS PLUS DESIGN LINK weighted at 20%
  • DEMONSTRATION - 20 MINUTES weighted at 30%
  • DEMONSTRATION - 20 MINUTES weighted at 50%
Module Details
LEARNING OUTCOME
Create low fidelity designs to illustrate interface designs

Application, Problem Solving


Utilise current tools to create interface designs for different graphical user interfaces, applying current concepts

Knowledge & Understanding, Application,


Utilise feedback to improve the user and brand experience

Analysis, Problem Solving


Present brand and style guidelines, and the final design to a given target audience

Communication

ADDITIONAL ASSESSMENT DETAILS
Report (LO 1)

Create low fidelity concept designs for a given context for 3 different size visual interfaces, stating why they are designed that way



Demonstration (LO 2,3)

Create initial screen designs in a current tool such as Figma for 3 different size visual interfaces, stating the progression from assignment 1, and feedback at that stage

Create the style guide and the start of the design system in a current tool such as Figma

Present your designs in a live walk-through to get feedback



Demonstration (LO 2,3,4)

Based on feedback and further development, present in a recorded walk-through

Final Figma Screen designs for desktop, mobile and watch

Final Style and brand guides in Figma
INDICATIVE CONTENT
Screen design principles for desktop, mobile and smart watch

Wireframing

Tooling design creation, using tools such as Figma

AI generated images for Figma

Design standards

Iconography

Fonts

Colour Theory

Style Guides

Design system

Brands and Brand guidelines
WEB DESCRIPTOR
Interface design involves creating visually appealing and functional user interfaces for various digital devices, including desktops, mobiles, and smartwatches. It requires tailoring designs to each device’s unique constraints, such as extensive real estate for desktops, touch interaction for mobiles, and glanceability for smartwatches. Adhering to design standards ensures consistency and usability, with intuitive iconography, readable fonts, and well-chosen colours. Brand guidelines maintain uniformity across platforms, essential for building and sustaining a strong brand identity
LEARNING STRATEGIES
This will be taught in 4 sprints. Students will be required to read around the subject between sprint weeks, using guided sources.¿¿

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The pattern of sprints will replicate the terminology and the ethos of how UX teams work in industry.¿

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There will be a welcome day for all modules in that term on the first day of the first sprint.¿

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Each sprint will have 1 day (7 hours) of contact totalling 28 hours, plus 6 hours online throughout the module, so 34 hours in total.¿

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Contact will be a combination of workshops, lectures and guest seminars facilitating individual and group work.¿
TEXTS


Krammer C (2016) The Sketch Handbook Publisher: Smashing ISBN: 978-3-945749-47-0

Staiano F (2023) Designing and Prototyping Interfaces with Figma - Second Edition: Elevate your design craft with UX/UI principles and create interactive prototypes Publisher ¿ : ¿ Packt Publishing; 2nd edition

RESOURCES
https://www.interaction-design.org/

https://www.nngroup.com/

https://www.figma.com/resource-library/