The primary aim of this module is to enable the learner to advance their knowledge in an array of tools and applications that are available to UX/UI designers within the sphere of computing and digital media design
Learning Outcomes
On successful completion of this module the learner will be able to:
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Learning Outcome Description
LO1
Critically appraise a range of emerging and industry standard UX/UI tools and applications
LO2
Evaluate and implement appropriate data visualisation in a given domain (e.g. Games/Healthcare/Financial/IoT)
LO3
Summarise and critically reflect on emerging tools and techniques within UX for virtual, augmented and mixed reality
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
UX/UI and Prototyping
Application of industry standard tools and emerging applications for prototyping. Evaluations of prototyping tools for UX/UI design
Workflow and Storyboarding
Application of support and design tools to aid workflow and storyboarding. Creative tools platforms, use of mind maps, graph software and support tools for interactive fiction
Tools and Plugins
Use of tools/plugins to incorporate separate modules into a single project. Utility tools that run across all applications in your pipeline or building bespoke tools
Data Visualisation Theory
Why use data visualisation, presenting data visually to users and stakeholders to aid the design process and to inform the user experience. Static and interactive data visualisation
Data Visualisation in Practice
Tools for data visualisation in a range of contexts (gaming, mobile, IoT, financial, healthcare). Telling stories with data, data driven prototyping
Cutting Edge UX
Explore topics in relation UX such as AI, augmented/virtual/mixed reality, IoT, machine learning, gamification, pervasive computing, voice interfaces and wearable technology
Accessibility
Incorporate assistive technology, smart technology and universal design in a creative fashion to enable accessibility for all.
Module Content & Assessment
Assessment Breakdown
%
Project
60.00%
Practical
40.00%
Assessments
Full Time
No Continuous Assessment
Project
Assessment Type
Project
% of Total Mark
60
Timing
n/a
Learning Outcomes
1,2,3
Non-marked
No
Assessment Description Delivery of a cumulative project which displays the learners ability to research, utilise and successfully incorporate UX/UI tools/apps and plugins into a single project. The project includes a series of weighted milestones where identified components must be implemented in a meaningful fashion. The project can be standalone or incorporate and build on material from other modules.
Practical
Assessment Type
Practical/Skills Evaluation
% of Total Mark
40
Timing
n/a
Learning Outcomes
1,2,3
Non-marked
No
Assessment Description Practicals to display learners ability to research, utilise and successfully incorporate UX/UI tools/apps and plugins.
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.
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
Laboratory
Contact
Practical
12 Weeks per Stage
2.00
24
Tutorial
Contact
Project Support
12 Weeks per Stage
1.00
12
Lecture
Contact
Theory
12 Weeks per Stage
1.00
12
Independent Learning
Non Contact
No Description
15 Weeks per Stage
5.13
77
Total Weekly Contact Hours
4.00
Module Resources
This module does not have any book resources
This module does not have any article/paper resources