T04: Grundlæggende UX (EN)
2018/2019- Indhold og læringsmål
Purpose
Viden
This fourth theme gives you a basic understanding of and experience with how interaction between users and user interfaces works, as well as which theories, tools and methods you can use for research, design, testing and production of digital solutions for smartphones so that your work is based on specific insights about actual users instead of your own gut feelings and untenable assumptions.
The focal point of the theme is a collaboration with a case company that wants to improve their users' experiences on mobile. As a UX designer, you incorporate users' needs and usage situations into the design in balance with the company's strategy, needs and goals for the design solution.
We start by looking at how a website can give the user what she needs while keeping the business behind the company website together. We look at the user and the use situation through theory lectures, tests and interviews. These insights we build upon in the next step, where we will use design sprints to create excellent user experiences of websites on smartphone, which we also build in html, css and javascript. We finish the process with another design print, where we loosen the framework and must design and develop the prototype of an app for iOS / Android.
UX is today a constituent part of the development of digital user interfaces. The discipline's work area, tools and methods spread over the five subject areas of MMD. You also learn how to convey and present your test and research results as well as your concept and its prototypes to stakeholders.
User interface development:
The subject area comprises the design and development of digital solutions with
special emphasis on the production of user interfaces. The focus is on all aspects of
the development process based on common development methods, including
planning, design and production of digital media tasks.
Here you’ll learn:
Design sprints to go from user insights to finished idea. First, to redesign of existing
product and then to develop a new product. You learn to use user interface
development elements to enhance user experiences of a digital product.
User experiences:
The subject area comprises the design and development of digital experiences with a
focus on understanding the user, the user’s interaction with solutions as well as on
evaluating and testing solutions, including the use of data.
Here you’ll learn:
To plan and conduct user research including user testing, interview technique, user flows, user tasks, business goals vs users’ objectives. Part of Basic UX is also learning to acquire an understanding of functionalities on websites and in digital solutions. Designing research (preparation, questionnaire, task list...).
You’ll learn to recruit users for testing and research, execute tests, recording and documenting tests, and evaluating tests. After testing, you’ll process the data in
relation to defining user insights. You learn to use collected insights from user research in a design process converting them into concrete solutions and suggestions for improvement.
You learn to use user tests and user understanding in a practice-oriented design and development process to improve and develop your product. You’ll learn to document and argue for your solution and design choices to pitch and present to the client.
Content production:
The subject area comprises content production for selected digital media. The focus
is on understanding digital media and relevant types of content as well as on the
dissemination and use of data.
Here you’ll learn:
You learn to create digital content that will support and improve the user journey on a
website and in-app that takes into account both the business and the users.
Business:
The subject area comprises business models, data understanding, the basis of existence of a business and the multimedia designer’s role in the value chain.
Here you’ll learn:
You learn about copyright and licensing in relation to produced digital content and ideas. You’ll get a basic understanding of digital business models as well as where and how in the production phase that UX can create value. You use Trello to manage and organize specific production. Design sprints you use to organize and facilitate idea development. Learning basic theories, methods and tools for managing tests (planning, execution, evaluation and development) is also part of this theme.
Technology:
The subject area comprises understanding and exploration of technologies that form
part of digital media products and digital media production.
Here you’ll learn:
You will learn about javascript frameworks (for gestures) and online tools (for user
testing and research).
All:
Here you’ll learn:
To work individually with the development of digital user interfaces, and to participate
in ad hoc group work along the way.
In the last two weeks of the theme, you learn to take a part in teamwork around a
more complex and cross-professional project than previous themes.User interface development:
Færdigheder
• knowledge of practice-oriented design processes and documentation forms
used in digital media productions
User experiences:
• an understanding of the methods applied by the profession in connection with
user testing of digital productions
• knowledge of basic methods and theories regarding user understanding
within digital content production.
Business:
• a practice-oriented understanding of intellectual property rights and licensing
methods in digital media production
• knowledge of the multimedia designer’s role in the value chain in digital
productions
Technology:
• knowledge of the key technologies applied by the profession in connection
with the production of digital contentUser interface development:
Kompetencer
• apply and document key processes in the design and development of digital media productions, and communicate the processes to stakeholders with professional insights
• apply basic theories, methods and tools to the design and development of user interfaces
• communicate the development process for digital content production to stakeholders with professional insights.
User experiences:
• plan and conduct user tests of digital media productions, including selection of the right user test for a given digital media production
• collect and apply empirical data about users and situations of use
• plan and evaluate a digital content production based on a given brief
Content production:
• produce basic-level digital content based on user understanding and based on a given strategic brief
Business:
• apply basic theories, methods and tools for managing simple multimedia productions of relevance to professional practices in the fieldAll:
• participate in interdisciplinary work processes in connection with the design and development of digital user interfaces
• under supervision, acquire basic knowledge, skills and competencies within the design and development of digital user interfaces.
• participate in interdisciplinary work processes in connection with the design and development of digital content
• under supervision, acquire basic knowledge, skills and competencies within the design and development of digital content. - Undervisningsform
Week 1: Research individually
Week 2: Design Sprint individually and in groups
Week 3: Production in groups
Week 4: App development in groups - Forudsætninger for at deltage i
faget
Faglige forudsætninger for at deltage i faget
The theme adds to what you’ve learned so far in the 1st semester. Therefore, it is assumed that you have submitted all the assignments and followed the learning objectives of the teaching so far.
That means, that you should be familiar with:
- Basic web technologies for frontend
- Basic testing of web solutions
- Visual design
- Responsive layout and design
- Basic production of content - Prøve
Læringsmålene for prøven er identiske med fagets/fagenes læringsmål
Faget prøvesFaget/modulet prøves med flg. fagMålet er at udprøve den studerendes forståelse af teori, metode og redskaber, som er opnået gennem deltagelse i det obligatoriske fagelementer: Design og programmering af digitale brugergrænseflader 1 og Design og programmering af digitalt indhold 1.
Ved denne prøve præsenterer den studerende ét eller flere produkteksempler, som er afleveret på 1. semester. Gennem studiet på 1. semester arbejder den studerende med at etablere en digital portefølje, med produkteksempler fra undervisningen. Porteføljen danner udgangspunkt for 1. semester prøvenPrøveformKombineret skriftlig og mundtlig prøveMundtlig individuel prøve med udgangspunkt i ét eller flere produkteksempler, som er afleveret på 1. semester.
Prøven består af tre elementer:
1. Præsentation
2. Eksamination
3. Votering og meddelelse af karakterer.
De nærmere oplysninger om prøvens varighed offentliggøres på læringsplatformen for Multimediedesigner.Individuel eller gruppeprøveIndividuelAnvendt sprog til prøvenEngelskBedømmelsesform7-trins skalaBedømmer(e)Intern censurKriterier for prøvevurderingPrøven bedømmes af en eller flere eksaminatorer i henhold til 7-trins skalaen. Der gives en individuel karakter ud fra en helhedsvurdering af digital portefølje, præsentation og individuel eksamination. Præstationen bedømmes i forhold til opfyldelse af formål og læringsmål på Design og programmering af digitale brugergrænseflader 1 og Design og programmering af digitalt indhold 1. - Yderligere information
Hand-ins and feedback
04.01.01. Initial user brief (26 Nov, 20:00 on Fronter): Approved/Not Approved
04.01.02. User research and tests (27 Nov, 22:00 on Fronter): [Feedback type]
04.02.01. [Case name] prototype before 22:00 on Fronter: [Feedback type]
04.03.01. [Case name] solution before 22:00 on Fronter: [Feedback type]
04.04.01. [Case name] native prototype before 22:00 on Fronter: [Feedback type]
04.04.02. Theme documentation before 22:00 on Fronter: [Feedback type]
Assessment
Tasks and assignments will be evaluated in different ways. Some days feedback will be given in written form on Fronter, other days feedback will be given in class.
You can also evaluate the theme! By the end of the theme you’re given time in class to give written and anonymous feedback using an online survey from KEA Quality. During the theme you’ll also regularly be asked for feedback on specific activities.
Additional information:
You are expected to have experience with user test, web development, Adobe XD.
You also need photography and recording equipment (minimum mobile phone), paper, pen and post-its...
To become part of a group you must have submitted and approved '04 .01.02. User
research and user.
You must at least have scheduled and performed user tests once to pass. You must as a maximum have planned and performed all user tests!
In order to be able to produce in the 3rd module you must have submitted and pre-approved '04.02.01 [Case Name] prototype'
På faget T04: Grundlæggende UX (EN) modtager du 60 timers undervisning, hvilket svarer til 80 lektioner (1 lektion = 45 min.) og 37% af din samlede arbejdsbelastning på faget.
Undervisningen vil primært bestå af følgende aktiviteter: interne forelæsninger, gruppearbejde.
Forberedelsen vil primært bestå af følgende aktiviteter: læsning af egne noter, læsning af pensum, gruppearbejde.
Læs om KEAs studieaktivitetsmodel
*KEA kan fravige det angivne timetal, hvis det er begrundet i særlige forhold.