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Usability and User Experience

Code 12644
Year 1
Semester S2
ECTS Credits 6
Workload OT(15H)/TP(45H)
Scientific area Ergonomics
Entry requirements None
Mode of delivery Lessons of practical-theoretical nature.
Work placements It doesn't apply.
Learning outcomes Learning of theoretical and practical methodologies in product design supporting design assignments and practice of design tools such as: semantic panel, mental models, brain mapping, timelines, flow diagrams, evaluation matrix among other tools allowing interaction sceneries; and basic research methods, such as: interviews, data processing, observation techniques and interaction tests. Knowing methodologies and competencies for the development of one product design so that students benefit from:

• Enhance analytical ability adapting the design to the several constraints of the system (client, market, production, raw material and user);
• Planning, systematizing and leading several research activities in product development;
• Thinking methodological systems to identify opportunities and logical solutions for emerging problems in the development of the product design.
• Working in multidisciplinary teams and become acquainted with teamwork design methods and methodologies, for problem search, intervention and development.
• Knowing design research methods for students’ development of their own methodologies and procedures rationally conducting their design projects.
• Development of aptitude for the adequate application of methods, structures, techniques, procedures in the design processes of each design challenge.
Syllabus Promote the discussion of key topics related to the field of User Experience in four modules:
MODULE 1. Characteristics of Interaction Design: provide, explore and discuss future scenarios; thinking through sketches and abstract concepts; Ethical, Aesthetic, Cultural, Technical and Functional concerns.
MODULE 2. Methodologies for User-Centered Design: ISO 9241-210, creation and evaluation of interfaces through card sorting, focus groups, task analysis, flowchart, "personas" creation, among others.
MODULE 3. Heuristics for digital games: concept, advantages and disadvantages of usability heuristics; Application of usability heuristics for evaluation and development; Discussion of work under the use of heuristics to digital games.
MODULE 4. User experience: Concepts, differences between Usability and User Experience and evaluation methods. The psychology of emotions; relationship between cognition-emotion and emotion-cognition; instruments for measuring emotions; gamers of emotion.
Main Bibliography Main bibliography:
Main bibliography:
Bernhaupt, R. (2010). Evaluating User Experience in Games: Concepts and Methods. Springer London. ISBN: 978-­-1-­-84882-­-962-­-6

Preece, Jennifer, Rogers, Yvonne, e Sharp, Helen (2013). Design de Interação: Além da interação homem-computador. 3ª edição. Porto Alegre: Bookman. ISBN : 8582600062

Shneiderman, Ben e Plaisant, Catherine. (2009) Designing the User Interface: Strategies for Effective Human-Computer Interaction. 5ª edição. Pearson Addisson Wesley.
ISBN: 0321537351

Tidwell, Jenifer (2011). Designing Interfaces: Patterns for Effective Interaction Design, O'Reilly. ISBN: 9781449379704
Tullis, Thomas e Albert, William (2008). Measuring the user experience, Morgan Kaufman. ISBN: 0123735580

Others:
It will be timely given students a highly specialized support bibliography, according to the themes chosen by the students and in close coordination with the teacher.
Language Portuguese. Tutorial support is available in English.
Last updated on: 2019-03-22

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