Module Descriptors
UBIQUITOUS UX
COMP63045
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Robin Oldham
Hours of Study
Scheduled Learning and Teaching Activities: 34
Independent Study Hours: 24
Total Learning Hours: 58
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2 to UG Semester 3
Sites
  • Stoke Campus
Assessment
  • PRESENTATION OF COURSEWORK - 25 MINUTES weighted at 50%
  • PRESENTATION OF COURSEWORK - 25 MINUTES weighted at 50%
Module Details
LEARNING OUTCOMES

Analyse requirements to produce appropriate designs for a range of digital products and devices utilising interfaces and interactions for the given complex context, applying current research in interface design for different devices

Analysis, Application, Problem Solving



Critically reflect on current and emerging design principles for non-standard interfaces, including voice and multi-modal devices to create suitable digital product interface designs for a complex user journey

Reflection, Problem Solving

Incorporate appropriate current and leading AI techniques into interface designs to improve user experience across different environments

Knowledge & Understanding, Application

ADDITIONAL ASSESSMENT DETAILS
Presentation of Coursework (LO 1-3)

Creation of prototypes for multiple devices, with screens, voice only and multi-modal

Presentation (live) of designs, showing the user journey between devices



Coursework (LO 1-3)

Presentation (live) of the improved prototypes for a cross platform associated digital product range, showing the user journey



Presentation of Coursework (LO 1-3)

Presentation (recorded) of the final prototypes for a cross platform associated digital product range, showing the user journey
INIDICATIVE CONTENT
Digital landscape / Internet of things / Ubiquitous Computing

Design for devices – car, house, billboard etc.

Multi-modal design and UX

Voice / Conversational design and UX

Online and Offline Design

Gesture design

Cross-device user experience

Expressive Interfaces

Affective Computing and Emotional AI

Anthropomorphism

Interoperability

Cybersecurity aspects of digital products
WEB DESCRIPTOR
Digital Experiences are more than the obvious computing devices of personal computers, tablets, smartphones and watches, they also include cars, homes, and billboards and who know what’s next. This shift demands a multi-modal design and user experience (UX) strategy that encompasses voice and conversational interfaces, as well as gesture design, expressive interfaces, emotional AI and others to create seamless interactions across both online and offline environments highlight the ubiquitous nature of the Digital User Experience. This module gives you the opportunity to explore these topics and consider how to develop such experience as well as considering the implications of their adoption.
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
Staiano F (2023) Designing and Prototyping Interfaces with Figma - Second Edition: Elevate your design craft with UX/UI principles and create interactive prototypes Publisher ¿ : ¿ Packt Publishing; 2nd edition
RESOURCES
https://www.interaction-design.org/

https://www.nngroup.com/