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User Experience

Course

Multimedia. Applications and Video Games

Subject

User Experience

Type

Compulsory (CO)

Academic year

2

Credits

3.0

Semester

2nd

GroupLanguage of instructionTeachers
G15, classroom instruction, morningsEnglishCarles Bosch Geli

Sustainable Development Goals (SDG)

SDG logo
  • 4. Quality education
  • 10. Reduced inequalities

Objectives

This course aims to introduce the student to the field of User Experience (UX). This is the natural continuation of the course Interface Design, but focusing on the functionality and usability of products rather than their aesthetics or interactivity. UX Design applies to any kind of product, service or system, not just digital ones, and demands social skills to understand user needs, goals and expectations. The course will focus on understanding what is user experience, user-centered design, and the UX design workflow.

Learning outcomes

  • Knows and applies user experience evaluation models.
  • Communicates knowledge, methodologies, ideas, problems and solutions to all types of audiences (specialised or not) in a clear and precise way.
  • Prepares written reports and documents (mainly technical) with spelling and grammar correction in English.
  • Proposes interventions in coherence with democratic and sustainability values, showing respect for the fundamental rights of people.
  • Applies his/her knowledge, understanding, and problem-solving skills in complex or professional work settings and specialised skills that require the use of creative and innovative ideas.

Competencies

General skills

  • Desire to take part in lifelong learning, innovate, create value and acquire new knowledge.

Specific skills

  • Conceptualise, design, implement and assess interfaces and interaction schemes, putting into practice standard models of assessment.

Basic skills

  • Students can communicate information, ideas, problems and solutions to both specialists and non-specialists.

Core skills

  • Exercise active citizenship and individual responsibility with a commitment to the values of democracy, sustainability and universal design, through practice based on learning, service and social inclusion.
  • Use oral, written and audiovisual forms of communication, in one's own language and in foreign languages, with a high standard of use, form and content.

Content

  1. Introduction to UX Design
    • UX vs UI design
    • Usability and accessibility
    • User-centered design
    • UX workflow
  2. Product definition
    • Ideation
    • Stakeholder interviews
    • Product requirements document (PRD)
  3. Research
    • Market research
    • User research
    • Research plan
  4. User analysis
    • Empathy maps
    • User personas
  5. UX flows
    • User flows
    • Costumer journey map
  6. Design workflow
    • Wireframes
    • Mockups
    • Prototypes
  7. User testing
    • Usability tests
  8. Information architecture
    • Card sorting
    • Tree testing
    • Site maps

Evaluation

The evaluation of the course will be centered in the development of two projects (one in groups and another individually), followed by a final evaluation test. Participation and follow-up during class sessions and communication activities are also rellevant.

The evaluation will be distributed as follows:

  • Practical projects: 50%
    • Group project (30%)
    • Individual project (20%): recoverable
  • Evaluation test (individual): 30% (recoverable)
  • Participation and follow-up (individual): 10%
  • Oral presentations (by groups and individual): 10%

During the recovery period, the student will be able to take a test to recover up to 35% of the grade. Only the individual activities (test or project) can be recovered.

Methodology

Despite having an important theoretical part, the subject will focus on a practical approach. During the sessions, the general theoretical knowledge will be explained, followed by the development and monitoring of the group and individual tasks. The student will have to present and justify the work done when appropriate.

Bibliography

Key references

  • Celia H. (2017). The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. CRC Press.
  • Fritz, M. (2015). Improving the user experience through practical data analytics: Gain meaningful insight and increase your bottom line. Retrieved from https://ucercatot.uvic-ucc.cat/permalink/34CSUC_UVIC/1nl2ep/alma991001156506706718
  • Krug, S. (2013). Don't Make Me Think (Revisited): A Common Sense Approach to Web (and Mobile) Usability (3 ed.). Pearson.
  • Nunnally, B., Farkas, D. (2018). UX Research: Practical Techniques for Designing Better Products. O'Reilly.
  • Rosenzweig, E. (2015). Successful user experience: Strategies and roadmaps. Retrieved from https://ucercatot.uvic-ucc.cat/permalink/34CSUC_UVIC/16civub/alma991001156639806718

Further reading

Teachers will provide complementary bibliography and compulsory reading throughout the course via the Virtual Campus.

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