Usability and User Centric DesignLaajuus (3 cr)
Code: HTGP0100
Credits
3 op
Teaching language
- English
- Finnish
Responsible person
- Heikki Sateila, TIKO
- Kalle Raijonkari, BIT
Objective
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Assessment criteria, satisfactory (1)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Assessment criteria, good (3)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Assessment criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.
Enrollment
01.08.2024 - 22.08.2024
Timing
21.10.2024 - 18.12.2024
Number of ECTS credits allocated
3 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- Finnish
Seats
20 - 45
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Heikki Sateila
Groups
-
HTK23S1Tietojenkäsittely (AMK)
Objectives
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Time and location
- Lectures on Jamk main campus.
Learning materials and recommended literature
- Lecture materials and assignments prepared by the teacher.
Teaching methods
- Lessons (in-class)
- Exercises in class
- Assignments you return
Exam dates and retake possibilities
The course has a final exam, and up to two more resits will be arranged if needed.
Alternative completion methods
- You can apply for recognition of previous experience and knowledge through the eRPL process.
Student workload
- One credit corresponds to an average of 27 hours of work, which means that the load of 3 credits is approximately 81 hours.
The 81 hours will divide roughly in the following:
- Lectures: 21 h
- Exam: 3 h
- Individual work: 57 h
Content scheduling
- Course contac period will last about 7 weeks after which the exam will be arranged. Assignments need to be returned within one month after contact period has ended.
Further information for students
- This course is graded on scale 0-5.
- To pass the course you need to get a passing grade on the exam and successfully complete all required assignments on the course.
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Evaluation criteria, good (3-4)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Evaluation criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.
Enrollment
01.08.2024 - 22.08.2024
Timing
26.08.2024 - 25.10.2024
Number of ECTS credits allocated
3 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 45
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Kalle Raijonkari
Groups
-
ZJA24SIAvoin amk, tiko
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
Objectives
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Learning materials and recommended literature
Online learning materials will be provided in the course Moodle-space. Learning materials include videos, articles and links to e-books in the Jamk library.
Recommended literature:
Norman, D. The Design of Everyday Things, 1988.
Krug, S. Don't Make me Think, revisited. 2014.
Teaching methods
This implementation of the course will look at the topic from the standpoint of game development. The course will be delivered as contact studying, augmented with online learning materials and weekly individual & group assignments. During the course the students learn about the principles of usability, user centric design and user experience by analyzing various games.
The course will be executed as weekly contact lessons and independent assignments. Jamk degree students are required to be present face-to-face, but students via open studies and Campus Online can attend the course remotely by compensating for missing the contact lessons with extra independent assignments. Assignments and learning materials related to each topic will be delivered on a weekly basis.
Practical training and working life connections
The assignments on the course are about real-world examples, with the possibility of collaborating with game companies.
Exam dates and retake possibilities
The course assessment is based on the final exam, with the assignments on the course affecting the grade.
For the exam, up to two resits can be arranged, if needed.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: Jamk Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of 3 credits is approximately 81 hours.
The 81 hours will divide roughly in the following way:
Contact lessons: ~ 25 hours
Exam: ~3 hours
Individual work: ~ 53 hours
Students attending remotely via open studies or Campus Online will compensate for the contact lessons by extra individual learning assignments based on the online materials provided in Moodle. There will be no hybrid lessons combining online and face-to-face students.
Further information for students
Open UAS 5
Edufutura 5
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Evaluation criteria, good (3-4)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Evaluation criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.
Enrollment
01.08.2023 - 24.08.2023
Timing
28.08.2023 - 19.12.2023
Number of ECTS credits allocated
3 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 45
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Heikki Sateila
Groups
-
HTK22S1Tietojenkäsittely (AMK)
Objectives
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Learning materials and recommended literature
Material will be provided by the teacher during the course, which can be found online through the Moodle-workspace.
Teaching methods
The course will be conducted as contact studying at Jamk's campuses.
There will be lectures, in which the students will learn the basic theory of the course's subjects, and practical assignments which allow the students to try out the things they have learned in practice.
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
The course has a final exam, and up to two more resits will be arranged if needed.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: Jamk Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of 3 credits is approximately 81 hours.
The 81 hours will divide roughly in the following:
Lectures: 21 h
Exam: 3 h
Individual work: 57 h
Further information for students
Open UAS spots: 5 included in the total capacity
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Evaluation criteria, good (3-4)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Evaluation criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.
Enrollment
01.08.2023 - 24.08.2023
Timing
28.08.2023 - 19.12.2023
Number of ECTS credits allocated
3 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 45
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Kalle Raijonkari
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
Objectives
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Learning materials and recommended literature
Course materials provided in the course Moodle-space.
Recommended literature:
Hodent, C. The gamers brain : how neuroscience and UX can impact video game design, 2017.
Teaching methods
The course will be conducted as contact studying at Jamk's campuses.
There will be lectures, in which the students will learn the basic theory of the course's subjects, and practical assignments which allow the students to try out the things they have learned in practice.
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
The course has a final exam, and up to two more resits will be arranged if needed.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: Jamk Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of 3 credits is approximately 81 hours.
The 81 hours will divide roughly in the following:
Lectures: 21 h
Exam: 3 h
Individual work: 57 h
Further information for students
Open UAS spots: 5 included in the total capacity
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Evaluation criteria, good (3-4)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Evaluation criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.
Enrollment
01.08.2022 - 25.08.2022
Timing
29.08.2022 - 21.12.2022
Number of ECTS credits allocated
3 op
Virtual portion
1 op
Mode of delivery
67 % Face-to-face, 33 % Online learning
Unit
School of Business
Teaching languages
- English
Seats
0 - 64
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Jere Lamberg
Scheduling groups
- Demo 1 (Tiko) (Capacity: 0. Open UAS: 0.)
- Demo 2 (BIT) (Capacity: 0. Open UAS: 0.)
Groups
-
HTK21S1Tietojenkäsittely (AMK)
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
Small groups
- Demo 1 (Tiko)
- Demo 2 (BIT)
Objectives
The purpose of this course:
Have you ever had the experience of using a program that has had features that were annoying, or could have been done so much better?
Difference between good and excellent products is often usability and user experience (UX). In order to develop a first class software, users should be involved throughout the design and implementation processes.
In practice, the point of this course is the basics of usability - definitions, psychological heuristics, character laws etc. These apply to both web-applications and games - and of course to all other artifacts. Various design and evaluation methods are tested, from card sorting to user testing. The user-driven design package then focuses on assessing user needs, and the methods that support them. Keywords include the following:
- User-centered design processes and techniques
- User experience
- Usability
- Basics of cognitive psychology
- Usability testing
Course competence:
After completing this course, you will have knowledge about the user-centered design, the basic concepts of usability and cognitive psychology. You understand the framework of user-centered design processes and know different methods and techniques. You know the components and principles of usability and can apply that knowledge to the real world situations. You are able to conduct usability testing using various methods.
Content
In this course you will get acquainted with the basic principles and theory of software usability and user centric design.
Learning materials and recommended literature
Material will be provided by the teacher during the course.
Teaching methods
- Lectures
- Contact lessons
- Exercises & assignments
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
The exam is held at the end of the course. Renewal opportunities will be announced at the end of the course.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: Jamk Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of 3 credits is approximately 81 hours
Further information for students
Open UAS spots: 5 included in the total capacity
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge in the area of user-centered design. You know the basic concepts of usability and cognitive psychology.
Satisfactory (2): You have knowledge in the area of user-centered design. You know a few techniques and know how to utilize them. You know the basic concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Evaluation criteria, good (3-4)
Good (3): You have knowledge in the area of user-centered design. You know various techniques and know how to utilize them. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice.
Very Good (4): You have knowledge in the area of user-centered design. You are able to utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently.
Evaluation criteria, excellent (5)
Excellent (5): You have knowledge in the area of user-centered design. You are able to analytically utilize various UCD techniques in developing a software product. You know the concepts of usability and cognitive psychology and know how to use the methods and techniques in practice. You can expand your knowledge independently. You are able to evaluate the appropriate methods and practices for different situations.