Module: CPU4004-20 User Experience Design
Level: 4
Credit Value: 20
Module Tutor: Dave Webb
Module Tutor Contact Details: d.webb@bathspa.ac.uk
1. Brief description and aims of module:
The success of digital artefacts depends upon designing for the ways that people behave, and the likely circumstances in which they will be used, rather than simply exposing an interface to the user. Drawing on wisdom and techniques from the fields of Human-Computer Interaction, Interaction Design and User Experience design this
module will equip students with concrete tools (both digital and methodological) along with modes of thinking to create empathetic digital experiences that are more likely to successfully meet the goals of the users and the commissioning organisation.
The module will expose the full design cycle, from audience research and user profiling, through interface design (across device types) and prototype development, to testing, evaluation and iteration. You begin by interrogating a number of existing products and experiences to gain an understanding of the factors behind what typically
‘works’ and what doesn’t. Following this, you develop an idea for a digital product that is designed to address the requirements of a specific target audience, yet retains a sense of innovation and surprise. During the process you learn how to acquire and evaluate data as a way of identifying user needs, and are introduced to the key
principles of effective interface design and methods of usability testing. By the end of the module, you should have a foundational understanding of experience design that can (and should) be applied to any artefact you develop both as a student and as a professional.
2.Outline syllabus
Topics covered in Experience Design include:
● An understanding of the gulf between how machines work and how people expect things to work.
● The factors that determine how people use technology
● Models of interaction
● Iterative design: prototyping, test, analyse, refine (and repeat)
● Conducting audience research and segmentation
● Audience profiling: empathy maps and storyboards
● Prototyping techniques (low to high fidelity)
● Designing experiences for diversity and inclusivity
● Developing a proof of concept
● Key interface design and user experience principles
● Creating interactive interfaces with industry-standard tools
● Empirical methods for evaluating interfaces
● Usability testing
● Dark patterns
● Considerations of how a move from the screen to more virtual and immersive digital experiences changes usability
3.Teaching and learning activities
Class Hours:
User Experience Design adopts a workshop format. You are introduced to key principles and related theory via discussion and guided demonstration, before undertaking mini briefs that help you consolidate your knowledge. Some tasks are designed to be tackled individually, yet others follow practices found in industry where design
roles are distributed across small teams. The aim here is that you form both a personal approach to experience design and an understanding of how projects are negotiated in the real world.
Independent Learning:
As a university student, it is expected that you fortify and extend your knowledge outside of class hours. Tutors provide guidance on where you personally should be concentrating your efforts.
Assessment Type: CW
Description: Experience Design Portfolio. A set of artefacts and supporting documents that trace the development of a minimal viable product from audience research to usability testing.
% Weighting: 100%