Module Descriptors
INTERFACE DESIGN AND USER EXPERIENCE
COMP50070
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Viraj Dawarka
Hours of Study
Scheduled Learning and Teaching Activities: 52
Independent Study Hours: 148
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1
  • Occurrence B, Digital Institute London, UG Semester 1
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • PRESENTATION - 15 MINS weighted at 50%
  • DEMONSTRATION - 15 MINS weighted at 50%
Module Details
Indicative Content
The module will cover the following topics:



User Experience

What makes a good user experience

User Experience on different devices

Understanding Users

Usability and UX Methods and Testing

Interface research and guidelines for a variety of devices such as watch, mobile, voice and smart devices

Design guidelines for different devices and audiences

Design tools for interface design and prototyping

Device User Interactions - Voice, Screen and Gesture

Ethics, Legal and Social Impacts of device interactions

Keeping Users by design

Key negatives in design that detract from user satisfaction/experience



Interfaces

Smart devices / Mobile Devices / Smart Watches / Home automation - Alexa, google home, smart lighting

Creating applications for multiple devices / interfaces

Devices in the future

Current devices (including smartphones) and their specifications

Ubiquitous Computing and applications

Technological Infrastructure / Networking / use of the cloud for devices

Additional Assessment Details
Presentation – A presentation of the differences in designing for devices and current trends in user experience, and the showing of a first prototype on 2 different devices (Learning Outcomes 1 to 3).

Demonstration – A demonstration of the final interfaces and interactions created, based on feedback and usability testing received to the earlier presentation (Learning Outcomes 1 to 3).

Learning Strategies
All teaching sessions will blend theory and practical learning. Students will be introduced to curriculum concepts and ideas and will then be able to apply theory to practical examples within the same sessions. In addition, students will be provided with a range of resources for independent study such as case studies, academic papers and industry stories. There will be a mixture of practical and theoretical formative (mock or practice) exercises which will help students build knowledge and confidence in preparation for summative (formal) assessment.

Learning Outcomes


1. Reflect on the differences with interface and interaction design on devices such as desktop, tablet, mobile, watch, voice and smart devices.

Reflection,
Problem Solving

2. Use design iterations to produce designs that improve user experience.

Application

3. Design and develop prototypes that showcase the differences between the interface of different devices.

Knowledge and Understanding,
Application

Resources
Microphones

Different devices – phones, watches, tablets, home devices

Texts
Nielsen Norman Group Articles Available at https://www.nngroup.com/articles/ (accessed Jan 2023)

Rogers, Y; Sharp, H; Preece, J. (2023), Interaction Design: Beyond Human-Computer Interaction (6th edition), Wiley

Tidwell, J. et. al. (2020), Designing Interfaces, 3e: Patterns for Effective Interaction Design, O'Reilly; 3rd edition

Yablonski, J. (2020), Laws of UX: Using Psychology to Design Better Products & Services, O'Reilly; Illustrated edition

Pereyra, I. (2023), Universal Principles of UX: 100 Timeless Strategies to Create Positive Interactions between People and Technology (4), Rockport Universal Publishers

Web Descriptor
Within this module you will explore what makes a good user experience, and how that experience differs depending on the device and the user. Furthermore, you will discover usability testing methods and design guidelines used within the creation and design of applications, as well as any ethical, legal and social impacts of ubiquitous applications. You will use current technologies to design and create interface prototypes for mobile phones, smart watches, and smart home devices.