Tag Archives: Review

CGT 256 Learning Objectives by Class

25 Feb

Class 1: Course welcome; Design process overview

  1. Students are exposed to UCD process

  2. Students value active learning approach

  3. Students are motivated to engage actively in their own learning

  4. Students value course objectives and approach

Class 2: Introductions; Why websites suck; UX careers

  1. Increase comfort by sharing some personal information

  2. Identify types of issues in websites that suck

  3. Consider UX as a career option

Class 3: Important definitions; GUI history

  1. Explain what major moments in GUI history are and how they influenced today’s interfaces.

  2. Define popular concepts and acronyms such as UX, HCI, IxD, UI, interface, usability

Class 4: What is usability? What is UX? The UX process

  1. Appreciate the importance of user-centered design (user error = design error)

  2. Distinguish between UCD and design as art

  3. List the major steps of UCD

  4. Identify examples of affordances

Class 5: Step 1: User research – but first, clients and goals

  1. Decide where to begin a UCD project

  2. Decide who are the parties they need to talk to

  3. Decide what questions to ask of each party

Class 6: Planning and conducting user research

  1. Set goals for user research

  2. Plan user research for various problems

  3. Conduct basic user research with contextual inquiry and focus groups

Class 7: User research continued

  1. Create a plan for conducting user research to inform product development.

Class 8: Personas, scenarios, design requirements

  1. Explain the utility/value of personas and scenarios in the UCD process

  2. Define the concepts

  3. Identify the parts of a persona and a scenario

  4. Construct personas and scenarios

Class 9: Analyzing user research data – affinity diagramming

  1. Explain the purpose of affinity diagramming

  2. Conduct affinity diagramming to make sense of qualitative data

Class 10: Step 2: Conceptual design – brainstorming, sketching, creativity

  1. Extract design requirements from user data.

  2. Conduct brainstorming session according to the rules for effective brainstorming.

  3. Use thumbnail sketches as a way to generate ideas.

  4. Reflect on the creative aspects of the conceptual design process.

Class 11: Fundamental usability principles 1: Gestalt

  1. Identify Gestalt principles in existing designs.

  2. Apply Gestalt principles to create a new design.

Class 12: Fundamental usability principles 2: Visual hierarchy and structure (grids)

  1. Identify the principles used to create visual hierarchy in existing designs

  2. Use visual salience to create visual hierarchy

  3. Identify grid systems on existing designs

  4. Use the 960 grid system to create different Web layouts

Class 13: Fundamental usability principles 3: Attention, information scent, recognition > recall

  1. Explain how attention works and its design implications.

  2. Explain the concept of information scent and its design implications.

  3. Explain the principle “Recognition rather than Recall” and its design implications.

Class 14: Fundamental usability principles 4: Nielsen’s 10 heuristics; Heuristic evaluation

  1. Apply Nielsen’s 10 heuristics to critique interfaces.

  2. Conduct heuristic evaluation.
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