ART 358
User Experience (UX)/
User Interface (UI) Design
Prerequisite: 244. This intermediate course focuses on theory and design of user experience and user interfaces for interactive products. Students will research, strategize, conceive and prototype solutions for interactive mediums and devices. Key principles of innovation, design-thinking methodology, user-centered design, branding design, and advances in technology will be explored. 6 hours lab.
Tue + Thu
1400-1645
Online
Art Department Mission
The CSUN Art Department is committed to teaching students to experience and value visual thinking and creative problem solving in art, as we as recognize the concurrent importance of perception, experimentation, innovation, and critical thinking. We encourage students to understand the history and traditions of art with their relevance to social and community concerns as well as the art of different cultures. Students are also encouraged to utilize and interact with the services, facilities and technologies offered throughout the University as well as those provided by the Art Department.
Program Outcomes:
Communication • Creativity • Critical Thought
Social Responsibility • Multidisciplinary • Ethical Practice
DEPARTMENT Learning Outcomes
- Students will acquire competent knowledge and skills in various art media, concepts and methodologies.
- Students will produce a competent body of individual and collaborative work suitable for a liberal arts degree, for the local, national and global marketplace.
- Students will solve visual problems at a competent level, including understanding/application of the elements of art and principles of design.
- Students will utilize and apply critical thinking skills to communicate ideas for their intended audience at a competent level in visual, oral, and written formats.
Course Learning Outcomes
- Acquire knowledge about user experience and user interface design.
- Apply intermediate visual design principles specific to user experience and user interface.
- Apply appropriate industry-standard tools, software, hardware and accompanying techniques as they relate to user experience and user interface design.
- Utilize combined principles of user research, visual design, branding and prototyping for the purpose of creating interactive digital products.
- Prepare students for a leadership track in the creative field of user experience and user interface design.
Course Materials and Software
You will need to purchase the following tools if you do not already own them. You will also be required to have the means necessary to produce/present your work. Design courses rely on software and file management.
- Adobe Creative Cloud with Photoshop (PS), Illustrator (AI), and Experience Design (XD)
- Google Suite – Drive, Slides, and JamBoard
- Invision – Prototyping and Presentation
- Miro – Collaborative Boards
- Sketchbooks + PostIts
- Tablet and Smartphone access
- other materials as needed per project
The Computer:
As you already may be aware, the Mac and its software are the main tools for the execution of graphic design. Students are recommended to use the computer lab outside of class or your own computer at home. Lab-time is not regulated, but it is up to you to get as much experience using the computer. The majority of the work in this class will be completed on the computer, but be aware that the computer is just a tool and that fundamentals and concepts are what we are emphasizing in this course. “There is nothing worse than a sharp image of a fuzzy concept”. It is your responsibility to always keep your files backed up and organized.
ZOOM Etiquette:
- Please turn on your cameras, if possible.
- Turn off your microphone at all times unless addressing the class.
- Keep the chat clean.
- I prefer live questions, don’t hesitate to turn on your mic and raise your hand. Treat it like an in-person class, especially during discussions and critiques.
- Make sure you are ready to answer when called on.
- Treat your classmates with respect. Collaborate and communicate with them in class and during breakout sessions.
Attendance and Final Exam
Studio/lab classes, such as this, take into consideration the entire learning and work-habit process as well as required assignments. Attendance is mandatory in this class. Demonstrations and critiques will not be repeated.
Students have 3 excused absences during the semester. Reasons for absences beyond 3 must be in writing (with a doctor’s signed note or other official paperwork, such as jury duty).
Students are responsible for contacting instructor regarding absences. Expected late arrivals or early leave from class with no contact with instructor is interpreted as unexcused.
Each student is expected to stay the full length of the class from beginning to the end. Do not miss class on days that projects/exercises are due because of unfinished projects. It is important you still receive information on those days. It is your responsibility to get missed information due to absences or tardiness.
GENERAL GUIDELINES:
- Students are expected to devote at least 5 hours of work outside of class per week to their course work.
- Students are responsible for missed information on days of their absence or tardiness.
- Speak with the instructor if there are any issues that deal with the projects.
- The instructor will give additional feedback, explanations and suggestions if it is needed.
- Computers, printers and scanners are not to be used while another class is in session.
- A show of respect and helpfulness to fellow students is to be demonstrated.
- Work must be finished and ready to present for viewing at the beginning of class on critique days.
- A submission of a PDF containing all student work will be required at the end of the semester.
I will take attendance during the first 5 minutes of class. If you arrive late, please notify the instructor. If you are late continually it will affect your overall final grade significantly. If you are late the day of a final critique, you will not be allowed to present your work and you will receive a zero points for presentation.
The University gives authorization to lower grades for poor attendance and tardiness at the instructor’s discretion.
An incomplete is only given if the student has completed the majority of the coursework and cannot complete the remainder of the course due to a reason beyond their control.
Final Exam
You are required to meet at the posted exam time for this class. Please make a note of it at this time.
Grading and Evaluation
Students will be evaluated on the basis of:
- Projects – visual design, research, and presentation
- Class participation, interaction, and discussion
- Evidence of initiative, creative, and imaginative responses
- Attendance
- Quizzes and/or written assignments
Feel free to ask me about your grades and attendance totals at any time. There is a possibility of quizzes and writing assignments during the semester. Extra credit assignments and events will be assigned.
Sample project point breakdown:
100 pts possible per project
• User Personas/Wireframe/Research 20 pts
• Concept/Innovative Exploration 20 pts
• User Interface Design Execution 20 pts
• Prototype Functionality 20 pts
• Pitch 20 pts
A note on points and deductions:
20 points
Executed at an extremely high level. Very little to no edits. Appears a lot of effort went into the design, execution, or research.
18 points
Well executed, but requires some refinement. Conceptually well developed.
16 points
Requires more refinement, but concept and execution is clear. Can envision a viable solution once refined.
14 points
Average levels of execution. Requires more effort or time. Needs refinement, research, and more exploration in type/layout/color
12 points
Below average level of execution and submitted with little effort. Will require a lot of refinement.
10 points
Submitted but lacks elements to move forward.
8 points and below
Submitted with clearly minimal effort. Lacks concept or execution at a level that is acceptable. Requires excessive refinement, research, and more graphical exploration.
LATE WORK IS NOT ACCEPTED. ANYTHING LATE WILL RECEIVE ZERO CREDIT.
If you plan on being absent make sure to make arrangements to turn in the work earlier or on that day for partial credit. Project improvements can be made, but not to improve your grade. What you turn in the day it is due is what will be graded. This is an upper division class and there are no exceptions.
A few notes on this on project due dates:
- Turning in something on the day it is due is almost always better than turning in nothing at all or turning it in late.
- If something is due and you have nothing, show up anyway as participation with others IS PART OF YOUR GRADE.
- If you come late the day a final project is due for presentation, you will NOT be able to present your work and you will receive 0 points in the presentation portion of your grade.
Team-work/Collaboration Outside the Classroom
Most of the projects in this class are team based and require collaboration. Team meetings are not regulated, but it is up to you and your team to get as much time to work together.If there are any issues with team collaboration, do not hesitate to let the instructor know so they can be addressed early in the process.
PROPOSED WEEKLY SCHEDULE
Week 1
Introductions. Defining UX/UI/IxD.
Careers and expectations. Discovery/Research/Process
Week 2
Defining/finding the problem.
Strategy and user personas.
Project1: Web-Based Reference App -Kick off and Scope
Week 3
Competitive analysis/user research methods
Project 1: Pitch/User Stories
Week 4
Wireframes / Designing UI
Project 1: Workflow/Wireframes
Week 5
UI Design in Adobe Photoshop/Adobe XD
Project 1: Design/Prototype
Week 6
Studio/Lab
Project 1: Final Critique
Week 7
UI Design Adobe Photoshop/Adobe XD
Project 2/Native Mobile Application: Kick off and Scope
Week 8
Prototyping
Project 2: Pitch/User Stories
Week 9
Prototyping
Project 2: Wireframes/UI
Week 10
Usability Testing Methods
Project 2: Prototype/Usability Testing
Week 11
Studio/Lab
Project 2: Final Pitch/Critique
Week 12
Presentation/Pitch Case Studies
Project 3/Team Project: Kickoff and Scope
Week 13
Funding Methods/Start-Up Case Studies
Project 3: Pitch/User Profiles
Week 14
Guest Speaker
Project 3: Wireframes/UI
Week 15
Studio/Lab
Project 3: Prototype
Final
Final Presentation
Project 3: Final Pitch/Critique
Project 1: UX Research Methodology
Students are introduced to research methodology through group exercises and individual research projects to develop a concept for a product that serves the need of on-campus users. Students will develop a wireframe prototype to evaluate through user testing methods.
4 weeks
Team Project A: Neighborhoods of Los Angeles
Students will work in teams of two to research, concept, design, prototype, and test a mobile application for a user group that resides in the metropolitan Los Angeles area. Students will develop a presentation deck and a high-fidelity user interface prototype.
6 weeks.
Team Project B: IoT - Internet of Things
Students will work in a large team to research, concept, design, prototype, test, and present a final pitch for a start-up solution/ experience that interacts with IoT hardware devices. The product functionality must relate to one or more of the following industries: travel, home, or sustainability. Students will develop a presentation deck, a high-fidelity user interface prototype, and a viable business plan.
6 Weeks.
Academic Honesty and Miscellaneous
Definitions of Academic Honesty:
CHEATING is the act or attempted act of deception by which a student seeks to misrepresent that he/she has mastered information on an academic exercise that he/she has not mastered.
FABRICATION is the use of invented information or the falsification of research or other findings in an academic exercise.
FACILITATING ACADEMIC DISHONESTY is intentionally or knowingly helping or attempting to help another commit an act of academic dishonesty.
PLAGIARISM is the submission of another’s work as one’s own, without adequate attribution. When a student submits work for credit that includes the words, ideas or data of others, the source of the information must be acknowledged through complete, accurate, and specific references, and, if verbatim statements are included, through quotation marks or indentation as appropriate.
Miscellaneous:
I. Don’t be shy about experimentation. I will be looking for ideas and projects that push the limits.
II. Always talk to me if there are any issues that deal with the projects. I will give you feedback, explanations, suggestions, etc. Do not be afraid to run any concept or idea by me. I want to encourage creativity and experimentation as long as you understand the fundamentals.
III. This class is intended to serve your needs. Learning requires active participation. If you have personal suggestions or requests, please do not hesitate to address them.
IV. Do not to use the computers, scanners, and printers for other class projects or work on any other projects during class time other than our own.
V. Food and drink are prohibited in computer labs.
VI. Show respect and be helpful to your fellow students. Have your work done and be present when we view the class work. Help each other in the lab. Remember, the person you help today might return the favor in the working world. Start creating your contacts now.
VII. Participate in SAGA (Student Advertising Graphics Association) here at CSUN and AIGA (American Institute of Graphic Arts) Los Angeles Chapter events. Begin to immerse yourself in the industry. It will help you greatly.
Special Needs:
Students with disabilities must register with the Center on Disabilities and complete a services agreement each semester. Staff within the Center will verify the existence of a disability based on the documentation provided and approved accommodations. Students who are approved for test-taking accommodations must provide an Alternative Testing Form to their faculty member signed by a counselor in the Center on Disabilities prior to making testing arrangements. The Center on Disabilities is located in Bayramian Hall, room 110. Staff can be reached at 818.677.2684.