LEARNING OUTCOMES
Demonstrate knowledge and critical understanding of the different methods and techniques used in the design and ideation of digital products
Knowledge & Understanding
Apply underlying concepts and principles of a given method to test a concept and its feasibility in an iterative manner to finalise with acceptance of the proposed solution
Analysis, Application
Utilise different testing techniques with users to improve a digital product idea
Application
Collaborate to critically evaluate the appropriateness of different approaches to solving problems in an effective manner for a given context
Problem Solving, Communication
ADDITIONAL ASSESSMENT DETAILS
Report (individual) (LO 1)
Reflection on current UX methods and techniques on a given scenario. Details of the initial product concept, backed up with appropriate tests and research to support your ideas.
Presentation (group) (live) (LO 1-4)
Presentation to a team of users and stakeholders of the initial product concept, backed up with appropriate tests and research to support your ideas
Presentation (group) (live) (LO 2, 3, 4)
Second Presentation to a team of users and stakeholders of the product concept, backed up with appropriate tests and research to support your ideas
Presentation (group) (recorded) (LO 2, 3, 4)
Final presentation to a team of users and stakeholders of the final product concept, backed up with appropriate acceptance tests and research to support your ideas
Discussion of how this product would fit in with service design
INDICATIVE CONTENT
Methods for UX
Lean UX and similar methods for digital systems
Agile design
UCD
Usability
Usability testing
A/B testing
Experiments
Improving systems with users
Questionnaires for evaluating interfaces with users
Working in UX teams
Tools for collaborative working
Digital Product Design
Frameworks / methods
Design Thinking
From design theory to product design (recipes)
Ideas for the digital product
Where the digital products fit into service design
WEB DESCRIPTOR
This module allows you to work in groups to follow methods of UX to produce designs suitable for the target audiences. This will include tools and techniques for testing with users.
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
Gothelf, J and Seiden, J (2021) Lean UX: Designing Great Products with Agile Teams Publisher ¿ : ¿ O'Reilly Media; 3rd ed. Edition¿
Rogers, Y, Sharp, H, Preece, J (2023) Interaction Design: Beyond Human-Computer Interaction Paperback Publisher ¿ : ¿ Wiley; 6th edition
Pereyra, I (2023) Universal Principles of UX: 100 Timeless Strategies to Create Positive Interactions between People and Technology Publisher: ¿ Rockport Publishers
RESOURCES
https://www.interaction-design.org/
https://www.nngroup.com/