COMP06239 2018 UX/UI Research and Design

General Details

Full Title
UX/UI Research and Design
Transcript Title
UX/UI Research and Design
Code
COMP06239
Attendance
80 %
Subject Area
COMP - Computing
Department
COMP - Computing & Creative Practices
Level
06 - NFQ Level 6
Credit
10 - 10 Credits
Duration
Semester
Fee
Start Term
2018 - Full Academic Year 2018-19
End Term
9999 - The End of Time
Author(s)
Diarmuid Timmons, Mr. John Kelleher, Aine Mitchell, Shane Banks, Adrian Durcan
Programme Membership
SG_KAPPL_H08 201800 Bachelor of Arts (Honours) in Computing in Application Design and User Experience SG_KAPPL_C06 201800 Higher Certificate in Science in Computing in Application Design and User Experience SG_KAPPL_B07 201800 Bachelor of Arts in Computing in Application Design and User Experience
Description

The UX/UI Research and Design module provides the learner with contemporary best practice principles and techniques which can be applied to create innovative, responsive and pleasurable digital product interfaces.

This project-based module’s focus is on rapid, iterative prototyping through collaboration with research participants on an industry-led project/competition. Complemented by case study evaluations, training in UX research/design methods and complementary software, the learner will produce a low-fidelity prototype app or similar, which can be used to communicate design intent for further product development purposes.

Learning Outcomes

On completion of this module the learner will/should be able to;

1.

Determine project tasks and stakeholders.

2.

Discover sources of inspiration and conduct research.

3.

Interpret research and create design specifications

4.

Ideate solutions derived from specifications.

5.

Experiment by building prototypes to validate solutions.

6.

Evolve prototypes through research participant feedback.

7.

Present design intent for product development purposes.

Teaching and Learning Strategies

A practical student-centric approach to teaching and learning shall be applied to this module. Syllabus shall be taught through a variety of instructional techniques used to move students progressively toward stronger understanding and, ultimately, greater independence in the learning process.

Module Assessment Strategies

A 100% continuous assessment strategy of all module phase deliverables shall be employed, afforded to the successful completion of five sequential design phase tasks, each worth 20% throughout the semester.

Repeat Assessments

Repeat assessment requires the learner to fulfill a project brief, involving the successful completion of sequential design phase tasks, culminating in a final presention to staff.

Indicative Syllabus

Determine project tasks and stakeholders.

  • Filtering and consequently understanding project brief challenges.
  • Establishing all project stakeholders and potential research participants.
  • Determining project research objectives.
  • Collating project tasks and stakeholders into a working document.

Discover sources of inspiration and conduct research.

  • Collection of sources of inspiration through on-line scrap-books.
  • Creating ethical qualitative research methodologies.
  • Determining primary research participant feedback through observation.
  • Assembling feedback for design intent. 

Interpret research and create design specifications.

  • Screening discovered feedback into user personas.
  • Creating themes and insights from personas.
  • Converting themes and insights into visual reminders.
  • Assembling interpreted content.

Ideate solutions derived from specifications.

  • Refining interpreted research into solutions.
  • Building concepts into wireframes.
  • Confirming concepts by conducting a reality check.
  • Examining ideations to specify and define the product proposal. 

Experiment by building prototypes to validate solutions.

  • Filtering a solution to create a journey map.
  • Establishing the product by building a low fidelity prototype.
  • Determination of validity through feedback from participants.
  • Collating feedback into product development specifications. 

Evolve prototypes through research participant feedback.

  • Distilliing and integrating feedback into product development.
  • Building an evolved low-fidelity prototype.
  • Deciding on a final prototype requisites through research participants feedback.
  • Composing feedback into the final design.

Present design intent for product development purposes.

  • Collecting UX/UI process milestones for illustrative purposes.
  • Establishing an appropriate medium to display evolved low-fidelity prototype.
  • Contemplating how the solution could be commercially developed and deployed.
  • Concluding and defending design decisions through presentation of project.

Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 Assert determined project tasks and research methodology. Continuous Assessment Project 20 % Week 3 1,2
2 Present interpreted research and solutions. Continuous Assessment Project 20 % Week 5 3,4
3 Demonstrate an experimental low-fidelity prototype. Continuous Assessment Project 20 % Week 7 5
4 Defend an evolved prototype informed through iterative feedback. Continuous Assessment Project 20 % Week 10 6
5 Exhibit design intent for product development. Continuous Assessment Project 20 % Week 12 7

Full Time Mode Workload


Type Location Description Hours Frequency Avg Workload
Design Projectwork Studio UX/UI Research and Design 6 Weekly 6.00
Independent Learning Not Specified UX/UI Research and Design 8 Weekly 8.00
Total Full Time Average Weekly Learner Contact Time 6.00 Hours

Required & Recommended Book List

Recommended Reading
2006-05-01 Designing Type Yale University Press
ISBN 0300111509 ISBN-13 9780300111507

As one of a graphic designer's most essential tools, typefaces influence the appearance of visual print materials perhaps more than any other component. This essential book explains the processes behind creating and designing type. Author Karen Cheng discusses issues of structure, optical compensation, and legibility, with special emphasis given to the often overlooked relationships between letters and shapes in a font. The book is illustrated with numerous diagrams that demonstrate visual principles and letter construction, ranging from informal progress sketches to final type designs and diagrams. A wide range of classic and modern typefaces is analyzed, including those from many premier contemporary type foundaries. Introductory essays and diagrams emphasize the history of type, the primary systems of typeface classification, the two main proportional systems for type, the parts of a letter, the effects of new technology on design methodology, the optical illusions that...

Recommended Reading
2012 The UX Book: Process and Guidelines for Ensuring a Quality User Experience Morgan Kaufman

Recommended Reading
2006-03-30 Encyclopedia of Human Computer Interaction IGI Global
ISBN 1591405629 ISBN-13 9781591405627

Encyclopedia of Human Computer Interaction Human Computer Interaction (HCI) attracts innovation and creativity because of its multi-disciplinary nature, in computing and IT research and development. For the last 25 years, it inspired new solutions, specially, for the benefit of the user as a human being, making the user the focal point which technology should serve rather than the other way round. The Encyclopedia of Human Computer Interac... Full description

Recommended Reading
2014-02-10 Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Guidelines Morgan Kaufmann
ISBN 0124079148 ISBN-13 9780124079144

Designing With the Mind in Mind

Recommended Reading
2012-04-01 Steal Like An Artist Workman
ISBN 0761169253 ISBN-13 9780761169253

Steal Like an Artist

Recommended Reading
2013-12-24 Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter) New Riders
ISBN 0321965515 ISBN-13 9780321965516

Don't Make Me Think

Recommended Reading
2014-04-23 Mobile Design Pattern Gallery: UI Patterns for Smartphone Apps O'Reilly Media

When youre under pressure to produce a well-designed, easy-to-navigate mobile app, theres no time to reinvent the wheeland no need to. This handy reference provides more than 90 mobile app design patterns, illustrated by 1,000 screenshots from current Android, iOS, and Windows Phone apps.

Much has changed since this books first edition. Mobile OSes have become increasingly different, driving their own design conventions and patterns, and many designers have embraced mobile-centric thinking. In this edition, user experience professional Theresa Neil walks product managers, designers, and developers through design patterns in 11 categories:

  • Navigation: get patterns for primary and secondary navigation
  • Forms: break industry-wide habits of bad form design
  • Tables: display only the most important information
  • Search, sort, and filter: make these functions easy to use
  • Tools: create the illusion of direct interaction
  • Charts: learn best practices for basic chart design
  • Tutorials & Invitations: invite users to get started and discover features
  • Social: help users connect and become part of the group
  • Feedback & Accordance: provide users with timely feedback
  • Help: integrate help pages into a smaller form factor
  • Anti-Patterns: what not to do when designing a mobile app

Module Resources

URL Resources

https://www.ideo.com/eu

https://ixda.org

https://www.usability.gov

http://www.uxbooth.com

Other Resources

Digital camera

Smart phone

Laptop

Digital scanner

Printing facilities