module specification

SM6069 - Designing for User Experience (2021/22)

Module specification Module approved to run in 2021/22
Module title Designing for User Experience
Module level Honours (06)
Credit rating for module 15
School School of Computing and Digital Media
Total study hours 150
 
105 hours Assessment Preparation / Delivery
45 hours Scheduled learning & teaching activities
Assessment components
Type Weighting Qualifying mark Description
Coursework 20%   Case study (2500 words)
Coursework 30%   Project Proposal (2500 words)
Coursework 50%   Mockup of the Proposed Digital Artefact
Running in 2021/22

(Please note that module timeslots are subject to change)
Period Campus Day Time Module Leader
Spring semester North Thursday Morning

Module summary

This module develops a critical design research model of understanding user experience design.  Understanding how power, knowledge and technology interact and affect users develops this model. Deconstructing experience and the user is also at the heart of this module. Students will be encouraged to come up with novel user experience design and critically evaluate their own work and UX practices, understanding the impact their design may have on users, experience and wider society.  Students' own experiences with new media and new technology interfaces will form an integral part of this analysis, which, in turn, will inform students' own practice as multimedia producers. The latest multimodal interactions will be covered in this module, brain computer interfaces, audio interfaces, IoT interfaces and new social communication mediums, to equip students with understanding of emergent technology and novel user interfaces.

Syllabus

Bodymods and augmented interfaces
Augmented Reality Interfaces
Designing in Virtual Reality Interfaces
IoT interfaces
Audio Interfaces
Drone Media
Chatbots
DIY Electronics
Security of New Media/ New Technologies
Gamification
Brain- computer interfaces,
Information and Communications Technology
Databases
Surveillance capitalism
Digital media consumption,
The Attention Economy,
Emotion, Memory and Discursive Practices in HCI
The “user”/ produser
Controversial technology Research
Usability and user experience design
Imagination Workers
HCI and wearable devices
Neuromarketing
Dark Design Patterns in Websites
Scraping/ Crawling and APIs
Domestic and Family interfaces
Gestural and Touch Interfaces
Novel User Interfaces

Learning Outcomes LO 1 - 3

Balance of independent study and scheduled teaching activity

Learning and teaching in this module will involve a combination of modes, including lectures, computer workshops, tutorials and study of specially prepared online resources. Visits to animation facilities and visits from industry professionals will also be included. The standard weekly structure will comprise a one hour lecture and discussions followed by a two hour lab session. In addition support to individuals and groups will be provided through regular tutorial sessions. Key to the delivery of this module is availability of open access facilities with appropriate software for the development of  projects. Blended learning is integral to this module and comprehensive, specially designed, online up-to-date support resources will be made available and updated weekly. These include contextual learning materials for the weekly lectures and workshops together with module booklets and materials and links relevant to assessment, facility visits, software updates, industry developments and career opportunities.

Formative activities and related feedback support the teaching and learning strategy throughout the module delivery. Formative feedback will be delivered, depending on the nature of the formative |]’654321§432q1 exercise, via a number of channels including: in-class feedback, individual feedback in tutorials and online feedback. Summative feedback is delivered electronically according to the Faculty guidelines.

Learning outcomes

● To critically explore user experience design in the field of new media and new technologies; covering brain- computer interfaces, surveillance capitalism, digital media consumption, attention economy and social media,the “user”,neuromarketing. (LO1)

● To investigate the relationship between theory and practice in the context of user experience. (LO2)

● To critically design novel new interfaces and critically review their impact on users. (LO3)

Assessment strategy

The assessment strategy for this module is designed to expose students to the main issues and problems in designing novel user interfaces and emergent digital media artefacts.

A) A case study critically analysing an existing novel user interface and the user experience. (Weighting 20%) (LO1, LO2).

B) A project proposal for a novel user interface demonstrating the ability to conceptualise, analyse and discuss the main issues from your project idea (Weighting 30%) (LO1, 2).

C) A prototype of the proposed project idea for a novel digital artefact (Weighting 50%) ( LO1, LO2, LO3).

Bibliography

Reading List
https://londonmet.rl.talis.com/modules/sm6069.html

Core
Blythe, M. & Monk, A. (2018). Funology 2: From Usability to Enjoyment. Dordrecht: Kluwer.
Lewis, C. (2016).  Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities., vol. 10, no. 3. Apress, 2014, pp. 111–117.

Additional Reading
Brennan, T. (2004). The Transmission of Affect,  Ithaca & London: Cornell University Press.
Cooley, M. (1982). Architect or Bee? The Human/ Technology Relationship. Boston, South End Press.
Crary, J. (1999). Suspensions of Perception: Attention, Spectacle, & Modern Culture. Cambridge, MA:  MIT Press.
DiSalvo, C. (2012). Adversarial Design. Cambridge, MIT Press.
Dunne, A. (2006). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. Cambridge, MIT Press.
Dunne, A. & Raby, F. (2001). Design Noir: The Secret Life of Electronic Objects.D Basel, Birkhäuser.
Fallan, K. (2010) Design History. Understanding Theory and Method. Berg, Oxford.
Foucault, M. (1980) Power/Knowledge, Harvester.
Fuad-Luke, A. (2009). Design Activism. Beautiful Strangeness for a Sustainable World. London, Earthscan.
Galloway, A R. (2004) Protocol: How Control Exists After Decentralization. London: MIT Press.
Koskinen, I., Zimmerman, J., Binder, T., Redström, J., & Wensveen, S. (2011). Design Research through Practice: From the Lab, Field, and Showroom. Morgan Kaufmann/Elsevier, Waltham, MA.

Moggridge, B. (2007) Designing Interactions. Cambridge, MA: MIT Press.
Norman, D. (1988). The Design of Everyday Things. New York: Basic Books.
Norman. D. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books.
Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland, S. & Carey, T. (1994). Human-Computer Interaction. Wokingham, UK: Addison‐ Wesley.
Sharp, H., Rogers, Y. & Preece, J. (2019). Interaction Design: Beyond Human-Computer Interaction. Prentice Hall.
Papanek, V. (1973) Design for the Real World. Human Ecology and Social Change, New York, Pantheon Books.
Thackara, J. (2005) In the Bubble. Design in the Complex World. Cambridge, MIT Press.
Thrift, N. (2008) Non‐Representational Theory: Space, Politics, Affect. London: Routledge.
Zuboff, S. (2019). The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power. New York, NY: Public Affairs.
Journals and Articles


Green, C. (2019).How Greenpeace is driving regular donations with Facebook Messenger Acessed on 08/01/19 at https://charitydigital.org.uk/topics/topics/how-greenpeace-is-driving-regular-donations-with-facebook-messenger-5884