LEARNING OUTCOMES
Understand and apply mathematical concepts and processes that are applicable to creating UX solutions
Knowledge & Understanding, Application
Create a questionnaire for gathering qualitative and quantitative data for a given purpose, and obtain results from that questionnaire, following any ethical requirements
Problem Solving, Application, Communication
Analyse data to produce statistical and representative information for a given purpose
Analysis, Problem Solving
ADDITIONAL ASSESSMENT DETAILS
Report (Group) (LO 2)
Creation of questionnaire for a given context,
Reason for questions, showing any data you wish to achieve from the questions
Creation of a questionnaire consent form
Test questionnaire on small sample
Details of changes due to test
Gathering of results from a representative sample
Open Book Class Test (ind) (LO 1)
A class test covering the maths concepts
Presentation (Live) (ind) (LO 3)
Analysis of results of the questionnaire
Further research to extend the results, and add to the analysis
Presentation of the results in a suitable format for a given target audience
INDICATIVE CONTENT
Mathematics for Data Analysis and Computing
Basic arithmetic and mathematical concepts required for Digital UX
Descriptive Statistics, spreadsheets such as Excel/Google sheets, tabulating and charting data, averages, measures of spread.
Use of graphs and charts for the presentation of statistics
Primary Research and Data
Data Gathering
Primary research techniques and tools
Data quality and value
Quantitative and Qualitive Data
Legislation around data collection and storage
Introduction to Questionnaires and Interviews
WEB DESCRIPTOR
Decision making needs to be informed by data and information, working in small teams of fellow DUX Apprentices you will undertake a collaborative research project. Building on a grounding of appropriate maths and stats techniques and tools you will present your findings making justifiable observations and conclusions from your data to an audience as required.
LEARNING STRATEGIES
This will be taught in 4 sprints. Students will be required to read around the subject between sprint weeks, using guided sources.
The pattern of sprints will replicate the terminology and the ethos of how UX teams work in industry.
There will be a welcome day for all modules in that term on the first day of the first sprint.
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.
Contact will be a combination of workshops, lectures and guest seminars facilitating individual and group work.
TEXTS
CROFT, A., DAVIDSON, R., (2020), Foundation Maths, Addison-Wesley (Edition: 7)
QUINN, M. (2010) Ethics for the Information Age: International Edition, Pearson Education (Edition: 4)
RESOURCES
https://www.interaction-design.org/
https://www.nngroup.com/