Module Details

Module Code: PSYC
Module Title: Design Psychology
Title: Design Psychology
Module Level:: 6
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Colm ONeill
Domains:  
Module Description: Introduce the student to the idea of design psychology and human psychology. Allow the student to understand the role human nature, human factors have in the influence of user through engagement. Allow students to engage with principles of semiotics, communication theory, and understand how these can be applied to create effect and engaging design solutions.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Understand various mental models, communication models
LO2 Understand the concept of semiotics, visual codes, colour theory
LO3 Develop ability to research design psychology concepts and produce documentation.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Requirements
Develop skills to understand the requirements of the projects. Through various research methods models understand the client, user, and project requirements and plan how to create and develop these.
Human Needs
Understand what human needs are, how they can be influenced through visual media and how we can achieve a better outcome for design solutions.
Propose, document, present
Enhance skills required to present a design concept, develop and pitch a design project and how to document the process effectively.
Semiotics
Understand what semiotics is and how it can be used to enhance and tailor design solutions to create more engaging and effective interactions. Understand the role of colour theory, and visual codes in society and how we can transfer these into design to create more effective and engaging messages.
Rapid prototyping
Investigate various methods of rapid project development. Taking a concept from thumbnail to porotype quickly through a serious of steps. Develop a set of skills need to create a working prototype for client approval, presentation.
Interface Psychology
Understand and investigate the process of mentally mapping user actions on screen, looking at how users interact with an interface, and allow this to influence design thinking.
Module Content & Assessment
Assessment Breakdown%
Continuous Assessment100.00%

Assessments

Full Time

Continuous Assessment
Assessment Type Project % of Total Mark 50
Timing Week 15 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Project submission - Students will take a number design assets. These may include advertising, games, concept art, or UX/UI elements. The student will deconstruct the elements and present their findings. These finding should be supported by knowledge acquired during the module. The presentation will compromise a digital presentation and a written element
Assessment Type Presentation % of Total Mark 50
Timing Week 25 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Students will present to the group and tutors a talk regarding their understand of the topic of design psychology. They will choose one area of design psychology covered and present extensive knowledge of this area. Practical examples will be used to support theory, and principles being discussed. These example may consist of any designed elements and should be broken down and chosen to support the presentation.
No Project
No Practical
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
Reassessment Description
Re-Assessment will be based on repeat coursework. The student will have to complete a number of alternative or similar projects. Project will be completed and submitted before / on agreed date prior to repeat exam board.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Concept / Principle delivery 12 Weeks per Stage 1.00 12
Practicals Contact Skills application based on concept / principle delivered 12 Weeks per Stage 2.00 24
Estimated Learner Hours Non Contact Self study. Practice using concepts introduced in lectures and practicals. 15 Weeks per Stage 5.93 89
Total Weekly Contact Hours 3.00
 
Module Resources
Recommended Book Resources
  • Dan Ariely. Predictably Irrational, Revised and Expanded Edition, Harper, p.400, [ISBN: 0061854549].
  • Daniel Kahneman. Thinking, Fast and Slow, Penguin Press/Classics, p.512, [ISBN: 0141033576].
  • Susan Weinschenk. 100 Things Every Designer Needs to Know About People, New Riders Press, p.224, [ISBN: 0321767535].
Supplementary Book Resources
  • Charles Duhigg. The Power of Habit: Why We Do What We Do, and How to Change, Random House Books, [ISBN: 1847946240].
  • William Lidwell, Kritina Holden, Jill Butler. Universal Principles of Design, Revised and Updated, Rockport Publishers, p.280, [ISBN: 1592535879].
  • [Helen Sharp, Jennifer Preece, Yvonne Rogers]. Interaction design, New York; Wiley, [ISBN: 1119020751].
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: