Module Learning Strategies
52 hours of lab-based sessions, which will comprise delivery of theoretical material, tutor-led practical walkthroughs and self-directed exercises. You will also be encouraged to develop your intellectual, communicative and problem-solving skills.
Module Texts
Various computing journals
W3C
Sekaran, U., (2016). Research Methods for Business: A Skill Building Approach. Wiley. 978-1119165552
Module Resources
Development environments for Fitbit, Alexa and Google home.
Mobile devices / smart watches / smart home devices
Module Special Admissions Requirements
None
Module Learning Outcomes
1. DESIGN AND DEVELOP PROTOTYPES THAT SHOWCASE THE DIFFERENCES BETWEEN THE INTERFACE GUIDELINES AND THE DEVELOPMENT APPROACHES OF DIFFERENT DEVICES.
Knowledge and Understanding,
Application
2. DEMONSTRATE, THROUGH DESIGN ITERATIONS, INNOVATIVE SOLUTIONS TO PROBLEMS TO INCREASE USER EXPERIENCE.
Application
3. CRITICALLY REFLECT ON THE DIFFERENCES WITH INTERFACE AND INTERACTION DESIGN ON DEVICES SUCH AS DESKTOP, TABLET, MOBILE, AND SMART DEVICES.
Reflection,
Problem Solving
4. CRITICALLY EVALUATE APPLICATIONS FOR MULTIPLE DEVICES USING TECHNIQUES IN USABILITY TESTING.
Reflection,
Analysis
Reference:
University 8 Learning Outcomes
1) Knowledge and Understanding
2) Learning
3) Enquiry
4) Analysis
5) Problem Solving
6) Communication
7) Application
8) Reflection
Module Additional Assessment Details
Assignment 1
Research report and initial designs (40%) (Learning Outcomes 1 and 3)
Assignment 2
Design and development presentation (60%) (Learning Outcomes 1,2 and 4)
Module Indicative Content
User Experience
• What makes a good user experience
• User Experience on different devices
• Understanding Users / Businesses
• Usability and UX Methods and Testing
• Interface research and guidelines for a variety of devices such as watch, mobile, voice and smart devices
• User centred design
• Design guidelines for different devices and audiences
• Design tools for interface design and prototyping (e.g. inVision)
• Device User Interactions - Voice, screen and gesture
• Context aware applications / Location based services
• Ethics, Legal and Social Impacts of device interactions
• Keeping Users by design
• Key negatives in design that detract from user satisfaction/experience
Devices
• Smart devices / Mobile Devices / Smart Watches / Home automation - Alexa, google home, smart lighting
• Creating applications for multiple devices / interfaces such as using JavaScript and related technologies
• Devices in the future
• Current devices (including smartphones) and their specifications
• Programming with Device APIs
• Ubiquitous Computing and applications
• Wearables and Network appliances (Internet of Things)
• Technological Infrastructure / Networking / use of the cloud for devices
Additional Assessment Details
assignment 1 - research report (1500 words) on design for devices and current trends in user experience (LO 2,3) (30%)
assignment 2 - presentation / demonstration (20 mins) - designs and usability testing, showing reasoning (LO 1,2,4) (35%)
assignment 3 - presentation / demonstration (20 mins) prototypes showing changed design and further development (after feedback and usability testing results) (LO 1,2) (35%)
Learning Outcomes
1. DESIGN AND DEVELOP PROTOTYPES THAT SHOWCASE THE DIFFERENCES BETWEEN THE INTERFACE OF DIFFERENT DEVICES.
Knowledge and Understanding,
Application
2. DEMONSTRATE, THROUGH DESIGN ITERATIONS AND CURRENT RESEARCH IN USER EXPERIENCE, APPLICATIONS THAT INCREASE USER EXPERIENCE.
Application
3. CRITICALLY REFLECT ON THE DIFFERENCES WITH INTERFACE AND INTERACTION DESIGN ON DEVICES SUCH AS DESKTOP, TABLET, MOBILE, AND SMART DEVICES.
Reflection,
Problem Solving
4. CRITICALLY EVALUATE APPLICATIONS FOR MULTIPLE DEVICES USING TECHNIQUES IN USABILITY TESTING.
Reflection,
Analysis
Reference:
University 8 Learning Outcomes
1) Knowledge and Understanding
2) Learning
3) Enquiry
4) Analysis
5) Problem Solving
6) Communication
7) Application
8) Reflection
Web Descriptor
Within this module you will explore what makes for a good user experience, and how that experience differs depending on the device of 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 device interactions.
You will use current technologies to design and create applications for mobile phones, smart watches, and smart home devices