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Regular version of the site
Master 2020/2021

Digital Interactive Products Development

Type: Compulsory course (System and Software Engineering)
Area of studies: Software Engineering
When: 2 year, 1, 2 module
Mode of studies: distance learning
Instructors: Pavel Manakhov, Sergey Viktorovich Zykov
Master’s programme: Software and Systems Engineering
Language: English
ECTS credits: 4
Contact hours: 44

Course Syllabus

Abstract

The objective of this multidisciplinary course is to form professional competencies related to designing digital interactive products as well as to practice communication with design teams. Long gone are the days when designers and UX professionals used to join the software development process on the last stages when most of the work is already done. Now designers and developers work side by side from the very beginning of any project. It is of great importance for them to work together as a whole, which means that effective communication between the two teams is crucial for a project's suc-cess.
Learning Objectives

Learning Objectives

  • Form professional competencies related to designing digital interactive products.
  • Practice communication with design teams.
Expected Learning Outcomes

Expected Learning Outcomes

  • Acquire practical skills in planning the development of an app by a given design specification
  • Acquire practical skills in implementing an app
  • Acquire practical skills in undertaking functional testing
  • Acquire practical skills in working with another design/development team
  • Understand the difference between design systems and other forms of design knowledge
  • Appreciate the need of creating a design system
  • Be able to create and support a design system
  • Appreciate the need to include design tasks in the backlog
  • Understand how to prioritize design tasks
  • Understand how UX work is integrated into agile software development cycle
  • Understand the concept of design sprints
  • Understand different perspectives on user experience
  • Know different time spans of experience such as anticipated, momentary, episodic, and cumulative
  • Know the peculiarities of conversational UI design process
  • Appreciate the need of building the discourse model
  • Understand Grice's maxims
  • Know the peculiarities of creating spatial interfaces
Course Contents

Course Contents

  • Building Efficient Design Teams
    Building the design process that is right for you. Variety of team roles. Company’s design cul-ture.
  • Design Systems
    Design systems and it does matter. Scaling design in your company.
  • Agile & UX
    Agile principles and values. Fitting interaction design work into agile software development cycle.
  • User Experience & Experience Design
    Overview of modern theories about experience. Properties of experience. Qualities of experi-ence. Evaluating user experience.
  • Designing Non-traditional Interfaces
    Conversational user interfaces. Peculiarities of creating CUI. Spatial user interfaces. Peculiari-ties of creating spatial interfaces.
  • Building Efficient Design Teams (2 модуль)
    Building the design process that is right for you. Variety of team roles. Company’s design culture.
Assessment Elements

Assessment Elements

  • non-blocking Quiz 1 (Q1)
    This is an individual assignment which implies taking the "Interaction Design: An Introduction" quiz online.
  • non-blocking Homework 2 (HW2)
    This assignment implies forming recruitment criteria which later will be given to another team. A draft of the criteria is prepared by every team and presented on the 4th seminar, otherwise the team loses a portion of the grade for practice activities. During the seminar the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Homework 3 (HW3)
    This assignment implies proposing design concepts of a complete app by a given set of functions, user and/or interactions models, and best practices found in the analogous apps. The design concepts are prepared by every team and presented on the 5th or 6th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the proposed concepts with the team and gives tips on how to improve them.
  • non-blocking Homework 4 (HW4)
    This assignment implies developing a test plan to evaluate another team’s app while simultaneously working on an interactive prototype of your team’s app. A draft of the plan is prepared by every team and presented on the 10th or 11th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft and the prototype with the team and gives tips on how to improve them.
  • non-blocking Quiz 5 (Q5)
    This is an individual assignment which implies taking the "Usability Inspection Methods & Intro to Usability Evaluation" quiz online.
  • non-blocking Homework 6 (HW6)
    This assignment implies conducting usability tests in accordance with the plan prepared during the previous assignment, analyzing usability data gathered throughout the tests, and writing a report that describes all interaction problems found during the study. A draft of the report is prepared by every team and presented on the 12th or 13th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Homework 7 (HW7)
    This assignment implies writing a design specification that details the appearance and behavior of the app. A draft of the design spec is prepared by every team and presented on the 15th or 16th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Peer-review 8 (PR8)
    Assessing the communication with another design and development teams (interim)
  • non-blocking Peer-review 9 (PR9)
    Assessing the communication with another design and development teams (resultant)
  • non-blocking Final Exam (FE)
    Оценка за дисциплину выставляется в соответствии с формулой оценивания элементов контроля данного семестра; отдельный экзамен не проводится
  • non-blocking Practice Activities1
  • non-blocking Practice Activities2
  • non-blocking Quiz 1 (Q1)
    This is an individual assignment which implies taking the "Interaction Design: An Introduction" quiz online.
  • non-blocking Homework 2 (HW2)
    This assignment implies forming recruitment criteria which later will be given to another team. A draft of the criteria is prepared by every team and presented on the 4th seminar, otherwise the team loses a portion of the grade for practice activities. During the seminar the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Homework 3 (HW3)
    This assignment implies proposing design concepts of a complete app by a given set of functions, user and/or interactions models, and best practices found in the analogous apps. The design concepts are prepared by every team and presented on the 5th or 6th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the proposed concepts with the team and gives tips on how to improve them.
  • non-blocking Homework 4 (HW4)
    This assignment implies developing a test plan to evaluate another team’s app while simultaneously working on an interactive prototype of your team’s app. A draft of the plan is prepared by every team and presented on the 10th or 11th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft and the prototype with the team and gives tips on how to improve them.
  • non-blocking Quiz 5 (Q5)
    This is an individual assignment which implies taking the "Usability Inspection Methods & Intro to Usability Evaluation" quiz online.
  • non-blocking Homework 6 (HW6)
    This assignment implies conducting usability tests in accordance with the plan prepared during the previous assignment, analyzing usability data gathered throughout the tests, and writing a report that describes all interaction problems found during the study. A draft of the report is prepared by every team and presented on the 12th or 13th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Homework 7 (HW7)
    This assignment implies writing a design specification that details the appearance and behavior of the app. A draft of the design spec is prepared by every team and presented on the 15th or 16th seminars, otherwise the team loses a portion of the grade for practice activities. During the seminars the professor discusses the draft with the team and gives tips on how to improve it.
  • non-blocking Peer-review 8 (PR8)
    Assessing the communication with another design and development teams (interim)
  • non-blocking Peer-review 9 (PR9)
    Assessing the communication with another design and development teams (resultant)
  • non-blocking Final Exam (FE)
    Оценка за дисциплину выставляется в соответствии с формулой оценивания элементов контроля данного семестра; отдельный экзамен не проводится
  • non-blocking Practice Activities1
  • non-blocking Practice Activities2
Interim Assessment

Interim Assessment

  • Interim assessment (2 module)
    0.25 * Final Exam (FE) + 0.04 * Homework 2 (HW2) + 0.08 * Homework 3 (HW3) + 0.04 * Homework 4 (HW4) + 0.04 * Homework 6 (HW6) + 0.04 * Homework 7 (HW7) + 0.1 * Peer-review 8 (PR8) + 0.1 * Peer-review 9 (PR9) + 0.09 * Practice Activities1 + 0.18 * Practice Activities2 + 0.02 * Quiz 1 (Q1) + 0.02 * Quiz 5 (Q5)
Bibliography

Bibliography

Recommended Core Bibliography

  • Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About Face : The Essentials of Interaction Design (Vol. Fourth edition Alan Cooper, Robert Reimann, David Cronin, Christopher Noessel). Hoboken: Wiley. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=827342
  • Hartson, R., & Pyla, P. S. (2012). The UX Book : Process and Guidelines for Ensuring a Quality User Experience. Amsterdam: Elsevier Ltd. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=453819

Recommended Additional Bibliography

  • Kuniavsky, M., Goodman, E., & Moed, A. (2012). Observing the User Experience : A Practitioner’s Guide to User Research (Vol. 2nd ed). Burlington: Morgan Kaufmann. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=472263
  • Norman, D. A. (2013). The Design of Everyday Things : Revised and Expanded Edition (Vol. Revised and expanded edition). New York: Basic Books. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=658202
  • Rubin, J., & Chisnell, D. (2008). Handbook of Usability Testing : How to Plan, Design, and Conduct Effective Tests (Vol. 2nd ed). Indianapolis, IN: Wiley. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=233103
  • Schmalstieg, D., & Höllerer, T. (2016). Augmented Reality : Principles and Practice. Boston: Addison-Wesley Professional. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsebk&AN=1601643