Modules and Coursework
Developing a clear understanding of the user experience design process, the steps
in the process, the importance of each step and how they build on each other as the
02: User Research
Learning about the range of different types of research such as qualitative v
quantitative, attitudinal v behavioural. Preparing and carrying out a
variety of research techniques.
Project 01: Usability Tests
Project 02: Depth Interview
Project 03: Online Survey
Project 04: Competitive Benchmark
03: User Goals
Understand the need to analyse the research data that you
gather. It’s only through analysing this data that you can clearly articulate the
problems that you’re attempting to solve for the end-user of your digital product.
Project 05: Affinity Diagram
Project 06: Customer Journey Map
04: Structure and Navigation
Includes understanding the meaning of Information Architecture and how to define one. Also understanding the concept of flow and how to define a flow for a digital product and common navigation patterns.
Project 07: Flow diagram for desktop
Learning the components of an an interaction and how these components - controls, rules and feedback - facilitate an interaction. Understanding that feedback is the starting point for effective interaction design and that wireframes are the design tool used to communicate interactions to developers.
06: Design Principles
Harnessing the power of design principles when it comes to designing software products. Understanding that design principles are proven solutions to common problems across many different design principles including advertising, architecture and software design. how How the design principles of perceivability and predictability help to make the purpose and function of a product clear.
07: Design Patterns
The concept of design patterns, which are reusable solutions to common problems that are seen over and over again in software. Introduction to a range of concepts including chunking, alignment, table alignment, call-to-action, visual hierarchy and progress indicators, as a way to make software more perceivable and predictable.
The different design considerations for designing desktop versus mobile products. Understanding the key differences between responsive websites, mobile websites and
Project 08: Flow diagram for mobile.pdf
Project 09: Define navigation for desktop.pdf
Project 10: Define navigation for mobile.pdf
Sketching the screens and screen states for users flowing through the flight booking
Project 11: Interaction design for desktop
Project 12: Interaction design for mobile
10: Prototyping and Wireframing
The skills and knowledge to build prototypes and compile wireframe documentation. You’ll Understanding the different types of prototypes and the benefits of drawbacks of each type, including high fidelity prototypes, medium fidelity prototypes and low fidelity prototypes.
Project 13: Prototype for desktop.pdf
Project 14: Prototype for mobile.pdf
Project 15: Wireframes for desktop.pdf
Project 16: Wireframes for mobile.pdf