INDICATIVE CONTENT
The module will address topics of:
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
BCS / TechSkills / Employability elements:
System modelling: Is addressed directly within this module as students need to look at users and their requirements carefully.
Evaluation of systems: In creating artefacts students must extensively evaluate these in relation to user expectations.
Legal, social, ethical and professional issues: Are address directly in the consideration of users and dimensions such as accessibility and disability within designs.
Problem solving: Throughout the module students will need to address design scenarios which require extensive design thinking and problem solving.
ADDITIONAL ASSESSMENT DETAILS
PRESENTATION – A presentation on the differences in designing for specific device platforms and current trends in addressing user experience specifically in design and evaluation of computing applications. You will be provided a scenario for which you must design for. The design must address user requirements, design functionality, designs, and design review for multiple platforms.
DEMONSTRATION – A demonstration of a final interface prototype with interactions created, based on feedback and usability testing received to the earlier presentation. You will create a prototype to illustrate your earlier design as a practically based artefact. Within the demonstration you will need to discuss clearly how earlier feedback has been addressed and built on.
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. Critique key differences with interface and interaction design on platforms such as desktop, tablet, mobile, watch, voice and smart devices.
Communication
Reflection
2. Execute through design iterations an improved user experience.
Application & Problem-Solving
Digital Literacy
3. Develop prototypes that showcase design differences for multiple platform types.
Application & Problem-Solving
Digital Literacy
RESOURCES
PC Access
General design suites
Multiple devices in addition to a standard PC
TEXTS
Vinder, M. (2025), Figma UI/UX Mastery 2025: From Beginner to Pro with Interactive Prototypes and Real Projects, Independently Published.
Randall Parks, A.D. (2025), UX/UI design simplified for beginners: learn figma, design real interfaces, and master user-centered design without feeling overwhelmed, Independently Published.
Nielsen Norman Group Articles Available at https://www.nngroup.com/articles/ (accessed Jan 2026)
Rogers, Y; Sharp, H; Preece, J. (2023), Interaction Design: Beyond Human-Computer Interaction (6th edition), Wiley.
Sharma, P. (2025), UI/UX Designer: Interview Questions: Communicate with Confidence (Interview Preparation Guides Book 9), Vedang Software.
WEB DESCRIPTOR
What makes for a positive user experience when designing applications to run across multiple platforms? 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.