Siirry suoraan sisältöön

Usability and User Centric Design (3 cr)

Code: HTGP0100-3006

General information


Timing

26.08.2024 - 18.12.2024

Number of ECTS credits allocated

3 op

Mode of delivery

Face-to-face

Unit

Liiketoimintayksikkö

Campus

Pääkampus

Teaching languages

  • English

Seats

20 - 45

Degree programmes

  • Tietojenkäsittelyn koulutusohjelma (AMK)
  • Bachelor's Degree Programme in Business Information Technology

Teachers

  • Kalle Raijonkari

Groups

  • ZJA24SI
    Avoin amk, tiko
  • HTG23S1
    Bachelor's Degree Programme in Business Information Technology

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.

Oppimateriaali ja suositeltava kirjallisuus

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.

Employer connections

The assignments on the course are about real-world examples, with the possibility of collaborating with game companies.

Exam schedules

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.

Vaihtoehtoiset suoritustavat

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

Open UAS 5
Edufutura 5

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (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.

Arviointikriteerit, hyvä (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.

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.