Vak: Vision on UX/UI  credits: 5

Vakcode
GTVP21VOU
Naam
Vision on UX/UI 
Studiejaar
2022-2023
ECTS credits
5
Taal
Engels
Coördinator
H.C.M. van 't Hul
Werkvormen
  • Opdracht
Toetsen
  • Vision on UX/UI  - Overige toetsing

Leeruitkomsten

This course has eight Programme Learning Outcomes, synthesized into five Course Learning Outcomes that are assessed. The related BoKS are listed in brackets after each Course Learning Outcome.

Programme Learning Outcomes
A3. The student can ideate a concept relevant to the problem context.
C1. The student demonstrates understanding of relevant visualization techniques.
C2. The student knows and can reproduce appropriate prototyping methods
C3. The student can elaborate under guidance simple digital prototypes.
D1. The student can conduct simple evaluations under guidance.
D2. The student acquires knowledge of user experience methods and techniques.
E2. The student can identify appropriate channels relevant to their solution.
F2. The student infers and indicates concepts and solutions to complex problems.

Course Learning Outcomes

  1. The student identifies the problem, its context, and its target audience, and translates this information to a fitting concept and channel(s). (A3, E2) (Report)
  2. The student selects appropriate prototyping methods and uses these to outline simple digital prototypes. (C2, C3) (Redesign)
  3. The student knows relevant visualization techniques and demonstrates this in a digital prototype. (C1) (Redesign)
  4. The student conducts simple evaluations under guidance. (D1) (Report)
  5. The student explains their concept and solution to the given problem, including their design process, based on their acquired knowledge of user experience methods and techniques. (D2, F2) (Report)

Inhoud

The student will be offered several cases of products that can benefit from an improved user interface and user experience. They select one case to focus on and analyse the current UI and UX. During workshops general principles of UI and UX will be discussed. Students will work with methods (tools) of front-end prototyping that enable them to redesign the product of their case based on their just acquired insights.

UI and UX principles will be offered in the slides and by referencing general available sources online. As a book on UX design, human factors, and usability the book ‘The Gamer’s Brain’, by Celia Hodent will be used. This book is written for multimedia professionals in the creative media and game technology industry to better understand what UX is, its importance, how to improve games (or other multimedia products), and in what way UX can be integrated in in their production pipeline in different phases of production.

The workshops on UI design will use an industry standard prototyping tool. The student will learn to create low-fidelity prototypes to test new setups and how to iterate on them towards a high-fidelity prototype for testing more fleshed-out ideas. Having developed a high-fidelity prototype, students will conduct a short evaluation to find out whether their redesign has achieved its design goal.  As a closure for the course the student will digitally hand in their prototypes and a report outlining their design rationale.

Opgenomen in opleiding(en)

School(s)

  • Instituut voor Communicatie, Media & IT