SHE level 11 SCQF credit points 15 ECTS credit points 7.5 Module code MMI127112 Module Leader Gianna Cassidy School School of Science & Engineering Subject Applied Computer Games Trimester B (January start)
Summary of content This module provides advanced theoretical and practical insight into usability research skills and project work, advanced user psychology, and practical skill in usability methods, to equip students to assess, capture, explore, evaluate and communicate parameters of user experience. Informed by Industry, the module focuses on the conceptualisation, justification and execution of a usability investigation to solve current usability issues in contextualised design. Lecture Topics include application of qualitative and quantitative research methods, individual and group report writing, applied usability testing, playtesting, measurement and communication of emotional, social, physiological and cognitive parameters of user experience. The module will provide students with core understanding of and skill in the design, analysis, evaluation and knowledge transfer of usability testing solutions for a wide range of design and stakeholder contexts.
Module details Syllabus arrow_forward The syllabus for this module includes: Advanced Usability Research Methods, including: Creating current Literature review of user research in stream specific area(s) Advanced Individual and Group Report writing Critique and application usability methodologies for a range of application and stakeholder contexts. Advanced Usability Design and Write Up, including: Design of Usability Study in an applied context Critique and application of measures and instruments Robust design and choice of materials for testing in line with chosen medium and everyday context Design solution iteration and Active user involvement Evaluation Methods and Iteration , including: Interdisciplinary Evaluation Methodologies Laboratory Studies and experimental design principle -expert based approaches Applied Qualitative and Quantitative assessment Human-centered approaches User based lab studies and remote data collection. Research Analysis, including: Critique and application of analytical techniques in line with chosen medium and everyday context Independent statistical analysis using SPSS Application of current qualitative, quantitative and mixed-method techniques Interpretation of results as contribution to current literature and Knowledge transfer to bridge gap between academia, industry and practice Critical appraisal and application of current User Experience Technologies, such as Eye-tracker, Face Reader and Remote Usability testing.
Learning outcomes arrow_forward Students successfully completing this module should have: 1. Comprehensive knowledge of main theories, concepts and principles underpinning usability research, and an awareness of the evolving nature of this interdisciplinary field. 2. Practical skill in the design, procedure, analysis, evaluation and application of formative and summative usability testing methods. 3. Practical skill in set-up and procedure for testing with relevant lab equipment and remote usability testing software. 4. Use knowledge and skill in Usability to create unique solutions to usability issues and evidence appropriate critical thinking and academic writing, through individual and group based project writing to compile and report.
Teaching / learning strategy arrow_forward The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. Module material will be introduced through online lectures, while practical and tutorial sessions will be face-to-face: Tutorials will apply knowledge to design and practice, while Practicals will provide training and mentoring in the constituent elements of conceptualising, developing, evaluating and rationalising group and individual work. The coursework for this module will involve an in-depth usability study applying a suite of usability tools and techniques to solve a real-world working industry Usability Problem in design. Students will be responsible for conceptualising and carrying out the investigation, followed by evaluation, write up and practical knowledge transfer in relevant industry and practitioners where appropriate. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises , thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.
Transferrable skills arrow_forward Specialist knowledge and application Critical thinking and problem solving Computer literacy Creativity, innovation & independent thinking Ability to prioritise tasks and time management Interpersonal skills, team working and leadership Presentation skills
Module structure Activity Total hours Lectures 11 Tutorials 11 Practicals 22 Seminars 0 Independent Learning 87 Assessment 19 Placement 0
Assessment methods Component Duration Weighting Threshold Description Course Work001 100 45 Group Practically based Assignment