SHE Level 3
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M3I625715
Module Leader Gianna Cassidy
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)

Pre-Requisite Knowledge

Introduction to HCI

Summary of Content

This module provides and appropriate grounding in User Psychology through the areas of psychology most important to the optimal understanding of design and research of interactive experience. Topics include: Cyberpsychology; Emerging Technologies for health, wellbeing and education; Identity and Persuasion, and what they can teach us about designing and researching interactive experience. It will provide students with core understanding of the behaviour and mental processes of a user in relation to user design, experience and research. It will provide students with core understanding of the behaviour and mental processes of a user in relation to user design , experience and research


Defining the fields of Psychology and User Design in relevance to User Psychology practice and research, through practical and theoretical understanding of: -360 Cyberpsychology; Emerging Technologies for Health, wellbeing and education; Identity, Technology and Social Media; Neuropsychology and the user ; Persuasion and Influence; The process of language, learning, attention, cognition and memory; Approaches in User Psychology, Psychology Research and Application for the user; Creating a Research Document; Designing and Running User Experiment s; Ethics and Statistics in Psychology and why they are used in User Research.

Learning Outcomes

On completion of this module the student should be able to: 1 Evaluate the Contribution of the study of Psychology to User Experience and the design of Interactive Experience. 2 Examine Psychological theories of Development, Behaviour and Experience. 3 Evaluate Psychological Approaches to Research Methods and Ethics in User Psychology.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. 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.

Indicative Reading

Bernstein, D.A. ( 2016). Psychology, (10th Edition) Boston: Houghton Mifflin. Weinschenk, S.M. (2011). 100 Things Every Designer Needs to Know About People. New Riders. Connolly, I., Palmer , M., Barton, H., Kirwan, G. (2016). An Introduction to Cyberpsychology. Routledge.

Transferrable Skills

-360 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
Practicals (FT) 24.00
Tutorials (FT) 12.00
Lectures (FT) 24.00
Independent Learning (FT) 120.00
Assessment (FT) 20.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Individually Practically Based Assignment