Here you can see some examples of projects undertaken as part of the User Experience Design (Systems) module.
Usability testing was carried out on the UK megabus.com website to see whether or not the long-distance, scheduled coach operator was providing a high standard of service for customers finding information and buying tickets.
Results from the tests and satisfaction questionnaires were significantly low, with participants recommending 32 modifications of the site to alleviate the issues and overall improve the website's performance.
This project involved three students – an animator, a games designer and a user experience designer. The project brief was to show how multiple versions of the same game could be more appealing for different audiences – Asia, USA, Europe. The user experience student conducted the design research, project management, and obtained player feedback about the localised prototypes.
This project involved three Ux students and two games design students. The project brief was to research, design, prototype and get feedback about the concept of a ‘biometrics dashboard' – software that integrated data from various physiological sensors attached to users (EEG, GSR, etc) and then displayed this data to games designers, so that they could more fully appreciate the player experience. The user experience designers created the prototype for their game designer ‘clients' and domain experts.
Here you can see some examples of projects undertaken as part of the User Experience Design (Content) module.
An app that helps you take better pictures. With 91% of mobile users taking a photo at least once a month compared to 73% of digital camera owners, it's now accepted that smartphone pictures are equal or better than those from your point-and-shoot. Normally people use apps to edit their mistakes - how about an app which improves the photo during the process?
This prototype knows the user's intended destination. It serves as the user's ticket, letting the user in and out of stations, guiding them around the tube system, prompting them when to get on and off, and bills their account.
This coursework researched Karen Holzblatt's ‘Contextual Inquiry' method (an approach to interviewing informed by ethnography), and then used the method to analyse a gift selection app for small groups.
This coursework researched the design of various user interface components, and showed how these components can be combined to create an easy to use data table.
Here you can see some examples of final projects undertaken on this course.
Four volunteers were asked to use the Fitbit wristband to monitor their physical activity for a five-week period, and to record the way they used Fitbit in a diary.
The diaries identified various barriers to the adoption of Fitbit, and its sleep functions in particular. Consequently, the Fitbit sleep monitoring app was redesigned to be more intuitive, and more supportive of informed intervention.
Modern websites must display well on screens of all sizes. This ‘Body of Work' project developed a prototype online photo gallery using Adobe Fireworks, TAP engine and the Dolphin browser. The prototype was then evaluated on 7" Android devices in a naturalistic setting. The key visual design challenge was to provide intuitive navigation to high impact content and a compact layout.
This 'Dissertation' project was keen to go 'beyond human-computer interaction' and so conducted a detailed study of the usability, credibility and persuasiveness of a travel website. This clip, recorded on our old analogue equipment, shows an interaction which could cause a user to abandon the site:
Recorded on our previous analogue kit. Usability testing is also covered on the User Design (Systems) module.
This experiment looks at user requirements of a mobile wardrobe:
Mobile interaction is also covered on the User Experience (Content) module.
This project applied a user-centered process to a design agency's web pages. The redesign highlighted calls to action, displayed important options visually, and removed unnecessary text. Information seeking became easier and conversions increased significantly.
The work brings together persuasive design (User Experience Design (Content) module), with user-centered evaluation (User Experience Design (Systems) module) with traffic studies and web analytics (Media Specialist Practice module).
A student compared part of an existing website with a prototype of its replacement
The design of interactive seating plans is critical to the success of website selling tickets. Proposed designs are often tested on a selected audience before being released to the public at large.
Working with a major ticketing website, a student tested two versions of an interactive seating plan with users from different European countries, and compared the results. The use of pop-up windows, the representation of seating options, and the means of navigating around the arena, all turn out to have important impacts upon ease of use and user preferences.
Interactive Seating Plan (copyright Ticketmaster)
The British Computer Society (BCS) accredits this course which means you may be able to gain exemptions from some BCS professional examinations.