User Experience 2700-M-API-D2UE
The class will cover topics including:
• history of UX and usability design;
• goals and objectives of UX design;
• information architecture;
• engaging users;
• the role of research in the UX design process of interactive products; methods and techniques used to study user needs of interactive products;
• methods and techniques used for evaluation research of interactive products;
• methods and techniques used for optimization studies of interactive products;
• the creation of mock-ups and prototypes of websites and mobile applications;
• The place and role of UX in the team;
• Ethics in UX design;
• - The future and challenges of UX design.
Type of course
Mode
Course coordinators
Learning outcomes
KNOWLEDGE:
• The student knows the concept of user-centered design in depth;
• the student knows the terminology of user-centered design;
• the student knows the methods and techniques of usability testing of interactive products;
• the student knows the methods and techniques of user interface design using user research.
SKILLS:
• The student can use the terminology of user-centered design proficiently;
• the student can use the methods and techniques of usability research of interactive products presented in class;
• the student can select appropriate usability research methods and techniques for the research purpose;
• the student can interact with others in teamwork and take a leading role in teams, including by leading the team's work.
OTHER COMPETENCES:
• the student is ready to evaluate and develop knowledge in user-centered design;
• the student is aware of the importance of user-centered design concepts for the usability of designed interactive products;
• the student is ready to perform professional roles responsibly, considering changing social needs and technological conditions.
Assessment criteria
- Individual assigment
- Group project
- Presentation of the project
Practical placement
none
Bibliography
Mościchowska I., Rogoś-Turek, B., „Badania jako podstawa projektowania User Experience”, PWN 2016
Kuang, C., Fabricant, R., „User Friendly – Jak niewidoczne zasady projektowania zmieniają nasze życie, pracę i rozrywkę”, Karakter 2022
Norman, D., „Dizajn na codzień”, Karakter 2018
Eyal, R., Hoover, R. „Skuszeni. Jak tworzyć produkty kształtujące nawyki konsumenckie”, Helion 2016
Szóstek, A. „Strategia Umami. Jak połączyć biznes z projektowaniem doświadczeń i wyróżnić się na rynku”, MT-biznes 2022
Additional information
Additional information (registration calendar, class conductors, localization and schedules of classes), might be available in the USOSweb system: