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Design Marketing 2

  • Module code: HA6302
  • Year: 2018/9
  • Level: 6
  • Credits: 30
  • Pre-requisites: Successful completion of Level 5 modules
  • Co-requisites: None

Summary

This module is intended to build on knowledge and skills developed in HA5301. The exploration of digital design marketing will move to that of user experience design - how digital interactions are constructed and digital experiences and products are produced. You will gain knowledge of the discipline of Human Computer Interaction and using wire framing software in the Adobe design software suite will plan, hack and prototype your own digital artefact(s) across social media, product and website - in collaboration with either students across faculty or external business with an existing digital product/site or a start up who require a digital presence of some kind. You will use user research and observation to inform the user decision journeys and interactions that support the brand.

Aims

  • Introduce students to the theory and principles of Human Computer Interaction (HCI)
  • Provide students with relevant knowledge and techniques needed to design and conduct digital user research
  • Encourage students to use Adobe UX and other design software to prototype a user experience
  • Explore how technology is changing the practice of marketing communications
  • Learn to rapidly create a service, brand, product or experience in collaboration with others

Learning outcomes

On successful completion of the module, students will be able to:

  • Apply theories of HCI in the examination and evaluation of digital consumer journeys and visual digital content
  • Design and conduct research into the user experience on a particular website or digital platform
  • Use appropriate UX and design software to prototype graphical user interfaces and digital display content
  • Use appropriate tools and usability reporting standards to evaluate user's digital experiences

Curriculum content

  • Introduction to user experience design - Human Computer Interaction, theory and practice
  • Qualities of use and experience
  • UA, personas
  • Website optimization
  • Arduino, processing and connected objects
  • Observation and qualitative feedback techniques
  • Designing GUIs for user experience
  • Analysing users - cognitive models, modelling tasks
  • Prototyping software and technologies
  • HiFidelity rendering - basics of css/javascript/html
  • Scenarios and user requirements

Teaching and learning strategy

The module is organized using the project process of evaluation and redesign used in digital design agencies. Our Art School approach of 'Thinking through Making will be applied to the research, audit and the prototyping of a suggested redesign and prototype of their own digital artifact(s) across social media, product and website - in collaboration with either students across faculty or external business with an existing digital product/site or a start up who require a digital presence of some kind. Tutor-led sessions will introduce relevant theory and practice of user design with workshops designed to embed understanding and begin developing skills. A project will provide the opportunity for students working in small groups to follow the stages of research, audit and redesign for a digital product, service or artifact. Students will use their design skills to create prototypes and indications of user experiences not to build the a fully-working project itself. However if students wish to use this module as a framework to build basic programming/coding skills then that will be encouraged. The focus of the teaching, learning and assessment will remain on the use of their design skills and knowledge of digital interaction to create prototypes that could be used by developers to create new modalities, task hierarchies and graphical user interfaces.

The module will make use of the Virtual Learning Environment (VLE) Canvas for communication and dissemination of information between students and staff as well as making online learning materials available to all.

All courses based in the Kingston School of Art offer students free access to the online video tutorial platform Lynda.com. This provides a wide range of subjects to choose from, many with downloadable exercise files, including software tutorials covering photography, graphics, web design, audio and music, CAD and Microsoft Office software, as well as courses on business and management skills. Some of these are embedded in the curriculum and offer additional self-paced learning, others may be taken at will by students wishing to broaden their employability skills in other areas.

Breakdown of Teaching and Learning Hours

Definitive UNISTATS Category Indicative Description Hours
Scheduled learning and teaching Tutor-led sessions and workshops 48
Guided independent study Reading and preparation for workshops Project work 252
Total (number of credits x 10) 300

Assessment strategy

Summative assessment will be based on a project to evaluate and redesign a digital service or product. The brief could either be generated by the tutor or be created by an organization. There will be two elements to the assessment. One, a written report of the evaluation of a website including research and observation process followed, via a multimedia blog. Two, a prototype of a redesigned user experience with digital content. This will be supported by a presentation. Project surgeries scheduled at mid points of the evaluation and of the redesign will be used to provide formative assessment.

Mapping of Learning Outcomes to Assessment Strategy (Indicative)

Learning Outcome Assessment Strategy
1) Apply theories of HCI in the examination and evaluation of digital consumer journeys and visual digital content Evaluation report via multimedia blog
2) Design and conduct research into the user experience on an existing or new digital service or product platform Evaluation report via multimedia blog
3) Use appropriate wire framing software to prototype graphical user interfaces and digital content Prototype of redesign and supporting presentation (10 mins)
4) Use appropriate tools and usability reporting standards to evaluate users digital experiences. Prototype of redesign and supporting presentation (10 mins)

Elements of Assessment

Description of Assessment Definitive UNISTATS Categories Percentage
Prototype of redesign (max 500) and supporting presentation (10 mins) Coursework 70%
Evaluation Report via multimedia blog (2,000) Coursework 30%
Total (to equal 100%) 100%

Achieving a pass

It IS NOT a requirement that any element of assessment is passed separately in order to achieve an overall pass for the module.

Bibliography core texts

Works cited are for initial reference only. Module leaders will further enhance and focus it depending on project and assessment tasks.

Ideo (2015). The Field Guide to Human-Centered Design. Ideo: Stanford

Weinschenck, S. (2009). Neuro Web Design: What Makes Them Click? New Riders: Berkeley CA.

Allanwood, G., and Beare, P. (2014). Basics Interactive Design: User Experience Design: Creating designs users really love. Bloomsbury: London  

Bibliography recommended reading

Allen, J., and Chudley, J. (2012). Smashing UX Design: Foundations for Designing Online User Experiences. Wiley: New York.

Caddick, R., and Cable, S. (2011). Communicating the user experience: a practical guide for useful ux documentation. John Wiley: New York.

Hoober, S., and Berkman, E. (2012). Designing Mobile Interfaces. OReilly: Sebastopol, CA.

Kuniavsky, M. (2010). Smart Things: Ubiquitous Computing User Experience Design. Elsevier

Murray, J.H (1998). Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT Press

Preece, J. (2000). Online Communities: Designing Usability and Supporting Sociability. John Wiley: New York.

Preece, J., Rogers, Y., and Sharp, H., (2007). Interaction Design: Beyond HCI. John Wiley and Sons: New York.

Unger, R., and Chandler, C. (2009). A Project Guide to UX Design: For User Experience Designers in the Field or in the Making. New Riders: Berkeley CA. 

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