SHE Level 3
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M3W226551
Module Leader Mary Maclachlan
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)

Pre-Requisite Knowledge

Fundamental knowledge of Human Computer Interaction Design or equivalent

Summary of Content

The module builds upon fundamental knowledge of Human Computer Interface design or equivalent. The module introduces practical skills to design and develop user experiences and interfaces for digital systems. The aim of the module is to enable students to follow a User Experience process to identify problems and create solutions that meet business and user stakeholder needs by designing useful, intuitive and delightful user experiences and user interfaces. Students will design user journeys and digital interfaces considering appropriate factors such as needs and goals, information architecture, user flow and visual design principles. The module is primarily practical based with students designing interactive prototypes that will be evaluated using appropriate techniques to iteratively improve the user experience and interface designs.


Overview of UX/UI Design -359b7 -360b7 Overview of UI and UX design and professional roles -360b7 UX research: Personas, scenarios, user journeys, stakeholder analysis, competitive review b7 Functional and visual design: concept storyboards, information architecture, navigation, wireframes, visual design principles b7 UX Design development and prototyping: Low and high fidelity prototypes, UX design processes, design iterations, How to present a UX project b7 UX testing and evaluation: User testing, finding and fixing usability problems, Heuristic review.

Learning Outcomes

On successful completion of this module, the student should be able to:1. Critically evaluate the user experiences and user interfaces of existing systems to identify and prioritise problems and recommend improvements. 2. Demonstrate knowledge, skills and understanding in applying a professional UX design process.3. Plan and design the user experience and user interface for an appropriate interactive system.4. Create interactive digital prototypes using industry standard tools, to evaluate and iterate design solutions.5. Present a UX design process and digital solutions in a professional format.

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. Practical sessions will expand on lecture material through group and individual activities and give students the opportunity to practice elements of the UX design process and gain experience of industry standard software tools. Tutorials will provide opportunity for tutor led formative feedback and further practical work. Full use will be made of GCU Learn to provide lecture-based and related study materials thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Academic feedback on student performance for summative assessment 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 may be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time. Students will work on project based coursework from a design/project brief, developing solutions to real-world or simulated problems. Independent learning will require students to prepare for lectures and tutorials and may also require working in small groups to produce presentations, which will be delivered to the rest of the class. Formative feedback will be offered at various stages of the project and students will be expected to share their activity in group based tutorials and critiques.

Indicative Reading

Essential: None Recommended: ANDERSON, S.P. (2011) Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences . Berkeley: New Riders. ISBN: 978-0321725523 BULEY, L. (2013) The User Experience Team of One: A Research and Design Survival Guide. New York: Rosenfeld Media ISBN: 978-1933820187 HAGEM, R. and GOLOMBISKY, K. (2013) White Space Is Not Your Enemy: A Beginners Guide To Communicating Visually Through Graphic, Web and Multimedia Design (2nd Edition). Abingdon: Focal Press. ISBN: 978-0240824147 KNAPP, J. (2016) Sprint: How to solve Big problems and Test new ideas in just five days. Simon Schuster. ISBN: 978-1501121746 KRUG, S. (2009) Rocket Surgery Made Easy: The Do-it-yourself Guide to Finding and Fixing Usability Problems. Berkeley: New Riders. ISBN: 978-0321657299 KRUG, S. (2013) Don't Make Me Think Revisited (3rd Edition). Berkeley: New Riders. ISBN: 978-0321965516 SKOLOS, N. and WENDELL, T. (2012) Graphic Design Process: From Problem to Solution. London: Laurence King. ISBN: 978-1856698269 UNGER, R. and CHANDLER, C. (2012) A Project Guide to UX Design: For User Experience Designers in the Field or in the Making (2nd Edition). Berkeley: New Riders. ISBN: 978-0321815385 GARRETT, J. (2010) The Elements of User Experience: User-Centered Design for the Web and Beyond (2 nd edition) BERKELEY: New Riders ISBN: 0321683684

Transferrable Skills

Specialist knowledge and application Critical thinking and problem solving Computer literacy, digital creation and digital communication Self confidence, self-discipline & self reliance (independent working) Team working and presentation skills Creativity, innovation & independent thinking Ability to prioritise tasks and time management Commercial awareness

Module Structure

Activity Total Hours
Independent Learning (FT) 132.00
Tutorials (FT) 12.00
Assessment (FT) 20.00
Lectures (FT) 12.00
Practicals (FT) 24.00

Assessment Methods

Component Duration Weighting Threshold Description
Course Work 01 n/a 100.00 40% A digital portfolio demonstrating a complete and thorough UX design process and presenting a design solution including an interactive prototype.