Giter Club home page Giter Club logo

ux-design's Introduction

During this course you will learn how to research the circumstances and needs of different types of users, to design and prototype interactive products that are both usable and useful.

In particular, you will get familiar with:

  • User eXperience (UX) design principles and patterns
  • Qualitative and quantitative user research
  • Competitor analysis
  • User personas, user stories and user journey maps
  • Interface design: paper-prototyping and wireframing
  • Rapid prototyping tools
  • User-testing: face2face, A/B testing and analytics
  • Motivational copy-writing for stickiness

What this course is NOT

  1. This course is NOT about honing your coding skills.

    Whilst you are welcome to prototype your ideas using HTML+CSS+JS, there are many tools that will get you to similar results without touching code (or very little of it).

  • This course is not about Photoshop or Illustrator wizardry.

    You will be introduced to several tools that enable you to wireframe and prototype user interfaces quickly and effectively.

  • In this course Lorem ipsum is banned.

    If a Web product aims to deliver valuable content and facilitate meaningful interactions, we should be designing content-first for the best possible UX.

    Lorem ipsum is gibberish that conveniently fills the available space like an expanding gas. It is inert, meaningless and lacks context, revealing nothing about the relationship between your design and your content.

    Using Lorem ipsum is a missed opportunity to do good UX design.

Plan

Term 2

When In class Homework Blog
Monday
09.01
Intro to UX
Team project kickstart: NMMaps
Customer discovery interviews at the National Maritime Museum in Greenwich (aka NMM)
Competitor analysis Interviewing humans
Monday
16.01
Lightning talk: digital projects in museums
Ideation
Elevator pitch
Concept one-pager
Interviews round 2
Wireframes (aka paper prototypes)
Learning to wireframe
Monday
23.01
Lightning talk: the UX design process
Lightning talk: cartography in the 16th century
Experience map
Digital prototypes v1
Prototyping Inspiring museum interactives
Monday
30.01
Tutorials
Formative presentations @ NMM
User personas Formative feedback action plan
Monday
06.02
Riskiest assumption
User-testing
Tutorials
User-testing @ NMM User-testing: what did we learn?
Enchantment Week
Monday
20.02
Prototyping workshop Concept video Telling the story of your project / research
Monday
27.02
Tutorials
User-testing @ NMM
User-testing report UX choreography
Monday
06.03
Summative presentations @ NMM Hand-in on Moodle

Term 3

When Where In class Homework Blog
Friday
21.04
Rave Reflecting on last term, what are your learning goals for this term?

Workshop with special guest Valentina D'Efilippo: data visualisation

Project kickstart: Filter bubbles
Map your filter bubbles Data selfies
Friday
28.04
SCWA Research: data, algorithms, filter bubbles and media consumption habits

Ideation

Interviews
Tuesday
02.05
Rave Prototyping and testing your ideas Design a Typeform survey and start collecting data

Prototyping: from paper to digital
How to create effective surveys

Analysing my filter bubbles
Friday
12.05
Rave Special guest Denise Xifara (Nupinion co-founder): tools and methods to scrape and visualise data Prepare for face2face user-testing Review Nupinion
Wednesday
17.05
Rave User-testing and iterative development Draft a concept video Designing concept videos
Friday
26.05
SCWA Concept video, landing page and user-testing 5-second-test your landing page(s) Testing landing pages
Friday
02.06
Rave Tutorials Prepare summative What did you learn?
Friday
09.06
Rave Summative presentations Hand-in on Moodle

Projects

NMMaps

On this team project you will learn the methods and tools of user research and iterative design, by working on a real-world project for the National Maritime Museum (NMM) in Greenwich.

All the project material is here.

Filter bubbles

On this individual project you will design and prototype a digital object that helps people become aware of their filter bubbles and/or burst them.

All the project material is here.

Learning goals

By the end of this course, you will be able to:

  1. Understand the difference between qualitative and quantitative user research and be familiar with a few techniques to perform both types of research.
  • Research and analyse competitor services to gain inspiration and insight from them.
  • Identify and use design patterns effectively in your projects.
  • Produce user personas, user stories and user journey maps to communicate and validate your design decisions.
  • Understand the importance of motivational copy-writing in interface design, and write interface copy that is appropriate for your audience and their task(s) at hand.
  • Use paper-prototyping and wireframing techniques to visualise your interface design ideas and explore alternative solutions.
  • Use rapid prototyping tools to quickly test solutions to specific UX problems.
  • Understand the differences between various user-testing methods and practice them at a basic level.
  • Document your design and development process, from the exploration of ideas to their practical implementation. Including successes and failures.
  • Communicate your ideas both technically and in an engaging way.

Rules of the road

  • Be present. If you happen to be late (even by 5 minutes) or absent, make sure you email me about it before a session starts. We'll deduct 2% from your grade for each uncommunicated tardiness or absence (aka the 2% Tardiness Tax).

  • Participate in class debates and workshops. We'll make sure that your ideas have space to be heard and that nobody makes you feel uncomfortable about sharing them.

  • Present your work during formative and summative assessments. If you can't make it those days then you'll record your presentation and upload it to YouTube (or similar).

  • Be responsible for what happens in class. Organise with your peers to get class information and material that you may have missed.

  • Meet the deadlines. If you submit your work after a deadline, your grade will be capped at D- (bare pass).

License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License

ux-design's People

Contributors

ajacksonbruce avatar itamarferrer avatar matteomenapace avatar

Watchers

 avatar  avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.