LEARNING OUTCOMES
Demonstrate an understanding and application of theoretical psychology approaches to understanding human behaviour in digital product design.
Knowledge & Understanding
Direct users through a digital landscape by design using human factors in psychology and sociology
Knowledge & Understanding, Analysis, Application
Understand the issues with users due to age, global, culture and accessibility and apply that to designing a digital product
Learning, Enquiry, application
Analyse the context to employ any relevant legal and social issues applicable to users
Enquiry, Analysis
ADDITIONAL ASSESSMENT DETAILS
Report (LO 1)
Research into current thoughts in psychology of users for given contexts when designing for different target audiences
Presentation of Coursework (LO 2,3,4)
Using the research from assignment 1, and current thinking in users and design of interfaces:
Create a design using tools such as Figma for two different target audiences on the same content
Presentation (live) of a design for a digital interface aimed at two different target audiences, using research to back up the design followed by questions into the reasons behind your design
INDICATIVE CONTENT
Culture, global issues, sociological impacts
Psychology of humans
Emotions and Behaviour
Emotional Design
How users navigate the digital landscape
LSEPSI implications with users
Cognition and the impacts of multi-tasking on users
Accessibility and users
direct users to products and services (search engines, direct traffic, referrals etc.),
Persuading users
Designing for different users such as children, adults, people with disabilities
WEB DESCRIPTOR
This module investigates the psychology of users and how this impacts design and user experience. It also looks at design influences for globalisation, localisation, disabilities and age. You will see how emotion and persuasion have an impact on design.
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
Evans, DC (2017) Bottlenecks: Aligning UX Design with User Psychology Publisher: ¿ Apress;
Pereyra, I (2023) Universal Principles of UX: 100 Timeless Strategies to Create Positive Interactions between People and Technology Publisher: ¿ Rockport Publishers
Norman D (2005) Emotional Design: Why We Love (or Hate) Everyday Things Publisher: Basic Books ISBN: 978-0465051366
Yablonski J (2020) Laws of UX: Using Psychology to Design Better Products & Services Publisher: O'Reilly Media ISBN: 9781492055280
Rogers, Y, Sharp, H, Preece, J (2023) Interaction Design: Beyond Human-Computer Interaction Paperback Publisher ¿ : ¿ Wiley; 6th edition
RESOURCES
https://www.interaction-design.org/
https://www.nngroup.com/