DG2S005 - User Experience Design 01 Sep 2023 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | DG2S005 | ||
|---|---|---|---|
| Module Title: | User Experience Design | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Stephen Leadbetter | ||
| Module Team: | Ryan Preece, Sarah Down, Emma Marshman, Rachel Grainger | ||
| First Intended Intake: | SEP 2023 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100061 - graphic design | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2023 |
| Valid To | 31 Aug 2028 |
Module Aims
Develop a commercial awareness and understanding of user experience design and its role within the creative industries.
Encourage practice and refinement within a range of research methods to gain insights into user behaviours, needs, and frustrations, informing a decision-making process.
Prepare and develop your knowledge of the UX design process by applying theoretical and practical knowledge to design challenges.
Develop and refine problem solving skills by recognising opportunities for innovation and refinement that supports you in developing user-centric solutions
Content Summary
This module will allow you to further develop your design ‘toolkit’ as you are introduced to the extensive world of user experience design, an exciting sector of the creative industries that continues to grow due to the development and adoption of technological products implemented by some of the world's leading design-facing brands and innovators.
You will explore how current design practice is transforming both digital and physical spaces (Mobile Apps, Websites, AR (Augmented Reality), VR (Virtual Reality), Packaging, Retail and Public Spaces), supporting you in your understanding and recognising of how commercial designers situate people at the heart of design challenges to produce experiences that are intuitive and a joy to use.
This module develops your analytical skills and encourages you to adopt a human-centred mindset as you explore the many commercially practiced processes, principles, methods, and techniques applied by designers to better understand how people interact and experience the world.
You will learn the importance of prototyping and user testing to better recognise how commercial processes can be utilised to uncover issues, save time, and develop ‘flawless’ experiences.
As well as deepening your understanding of commercial approaches to design challenges, you will also explore the how the principles of human psychology are utilised by design practitioners as a strategic tool to create better interactions with products and services. Through your creative practice, you will be encouraged to explore UX principles such accessibility, usability, and desirability as you develop prototypical solutions to a design challenge.
The module programme encourages innovation through multiple approaches to problem-solving as you are expected to apply taught workshops, methods, and techniques to a brief set by a live client
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 6 |
| Practical classes and workshops | 8 |
| Supervised time in studio/workshop | 22 |
| Independent Study | 100 |
| Directed Study | 64 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Select and apply appropriate research methods to understand a specified or defined demographic, identifying opportunities for future innovation. |
| LO2 | Develop innovative design solutions based on research, evidencing core knowledge of UX processes, principles, methods, and techniques through practical application. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Research Plan / Proposal / Project/ Log 1 | An insights report that evidences your research findings and analysis. | 0 | N/A | 20 | No | 40 |
| Asynchronous Assessment | Creative Designs / Art 1 | A digital sketchbook that evidences your design process and response to a design challenge. | 0 | N/A | 80 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Research Plan / Proposal / Project/ Log 1 | ✔ | ✔ | |
| Creative Designs / Art 1 | ✔ | ✔ | |