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Presentation
Presentation
User Experience Design, is a Curriculum Unit that gives continuity and complements the contents already acquired in Experience Design and Services. This new unit has the purpose of challenging and making students aware of the importance of users, how they behave and interact with different products and/or services, both in the Digital and Analog World. Development of the capacity of research, construction and tangibility of concepts in reality. Constant use and encouragement of innovative, creative solutions to proposed projects.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
3 | Mandatory | Português
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Code
Code
ULHT93-17983
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
1. UXD definitions 2. The dimensions of experience design principles and standards 3. From UXD to Experience-Centered Design 4. The UCD process 4.1. User Research; 4.2. Conceptualisation; 4.3. Prototyping; 4.4. Evaluation.
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Objectives
Objectives
1. Understand the definition of User Experience Design (UXD) and its context within Communication Design; 2. Distinguish User Experience Design concerning the concepts that are close to it; 3. Understand the UXD processes; 4. Correctly apply User Experience Design methods; 5. Develop, test, and evaluate prototypes; 6. Use the learned techniques and methods, placing them at the service of user-centered projects;
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Teaching methodologies and assessment
Teaching methodologies and assessment
Learner-centred Problem-Based Learning (PBL) is proposed which involves groups of learners working together to solve a real-world problem. Students are encouraged to understand concepts through problem-solving skills. Students will have the opportunity to develop skills related to teamwork, project management, oral and written communication, self-awareness and evaluation of group processes, critical thinking and analysis, explanation of concepts, self-directed learning, application of course content to real-world examples, research and information literacy, and problem solving across disciplines.
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References
References
Benyon, D. (2018). Designing User Experience: A guide to HCI, UX and interaction design. Edinburgh: Pearson Cooper, A., Reimann, R., Cronnin, D., Noessel, C., Csizmadi, J., & LeMoine, D. (2014). About Face (4th Editio). John Wiley & Sons. Inc. Coleman, B. & Goodewin, D. (2017). Designing UX: Prototyping: Because Modern Design is Never Static. USA: Sitepoint. David, M. & Murman, C. (2014). Designing Apps for Success: Developing Consistent App Design Practices . Burlington: Focal Press. Goodman, E., Kuniavsky, M., & Moed, A. (n.d.). Observing the User Experience,Second Edition: A Practitioner's Guide to User Research. In 2012 (Second, p. 608). Morgan Kaufmann Publishers. Norman, D. (2013). The design of everyday things. In Choice Reviews Online (Vol. 51, Issue 10). Basic Books. https://doi.org/10.5860/choice.51-5559 Rubin, J., Chisnell, D., & Rubin, Jeff, Dana, C. (2008). Handbook of Usability Testing (Second edi). Wiley Publishing, Inc
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Office Hours
Office Hours
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Mobility
Mobility
No