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/