UX Design (3 cr)
Code: HG00CF51-3001
General information
- Timing
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25.08.2025 - 24.10.2025
The implementation has not yet started.
- Number of ECTS credits allocated
- 3 cr
- Local portion
- 3 cr
- 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
-
HTG24S1Bachelor's Degree Programme in Business Information Technology
- Course
- HG00CF51
Evaluation scale
0-5
Content scheduling
The course has a weekly cycle, where pre-materials are delivered, the contact lesson is held, and the independent assignment are given at the same cadence each week.
Objective
The object of the course:
In the UX Design course you will learn the basic principles of user experience and human centered design in games. You will understand the basic terminology and conventions related to the topics of usability, user experience and human centered design. After completing this course, you will have learned the basic theoretical framework of user experience design in games.
Course competences:
Learning to learn: The student takes responsibility for group learning and sharing what has been learned
Ethics: The student takes into account the realization of diversity and accessibility in their actions.
Cross-disciplinary competence in games: The student can apply skills and knowledge in a special field of game production, development or design, or other field of study with link to digital games.
Cross-disciplinary competence in games: The student can analyze, evaluate and develop activities in this field.
The learning objectives of the course:
After completing the course, you will know the basic theoretical framework of user experience design in games. You are familiar with the basic design conventions and terminology related to the usability and user experience of games.
Content
During this course you will learn about usability, user experience and human centered design through theoretical and practical examples. You will also learn how the topics affect the user experience of games and are able to communicate and analyze the relationship of your own design decisions and user experience.
Materials
Mandatory learning materials will be provided in the course Moodle-space. Learning materials include videos, articles and links to e-books from Jamk’s library.
Recommended literature:
Bostan, B, Game User Experience and Player-Centered Design, 2020.
Norman, D. The Design of Everyday Things, 1988.
Teaching methods
This course will look at the topics of usability, user experience and user-centered design from the standpoint of game development. The course will be delivered as a flipped classroom: the students are provided with weekly online learning materials and individual assignments, after which the topics are examined through group assignments in class. During the course the students learn about the principles of usability, player-centered design and player 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 cross-institutional studies 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. The exam is held at the end of the course, and it is a pen and paper exam conducted in a classroom or an auditorium.
For the exam, up to two re-sits can be arranged, if needed.
Completion alternatives
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 27 hours of work, which means that the work 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 cross-institutional studies will compensate for the contact lessons by extra individual learning assignments based on the online materials provided in Moodle.
Assessment criteria, satisfactory (1)
Sufficient (1): You understand the basic terminology and conventions related to user experience design.
Satisfactory (2): You can understand the basic terminology and conventions related to user experience design and are able to apply the principles in design.
Assessment criteria, good (3)
Good (3): You can understand the terminology and conventions related to user experience design and are able to analyze and improve the user experience of designs.
Very good (4): You can understand the terminology and conventions related to user experience design and are able to evaluate how different design choices impact the user experience.
Assessment criteria, excellent (5)
Excellent (5): You have a comprehensive understanding of the terminology and conventions related to user experience design. You are able to communicate with other creators in the game industry how your and their design choices impact the user experience. You have the ability to improve your knowledge of the course topics independently.
Qualifications
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