COURSE DESCRIPTION
The course covers design techniques and concepts relevant to interactive media – a field that encompasses eBooks, web design, interactive kiosks, and apps. Students learn principles and processes useful in the production of these types of digital media. Focusing on interactions among people, machines, and media, students gain experience using several development platforms. Course projects address online, off-line, and mobile device contexts. Readings and assignments for the course explore principles related to layout, color theory, user testing, intuitive navigation, and responsive design. In addition to a collaborative class project, students conceive and develop an independent interactive project. This final work, which serves as a context for technical and creative research, will be discussed in the final class critique. Students will be evaluated on the basis of class participation and on the merits of several projects.
BOOKS
Required
100 Things Every Designer Needs to Know About People (2nd Edition)
By Weinschenk, Susan M.
ISBN-13 : 978-0136746911
Recommended
Interdisciplinary Interaction Design
By Pannafino, James
ISBN-13 : 978-0982634820
Seductive Interaction Design
By Anderson, Stephen P.
ISBN-13 : 978-0321725523
Items requiring action or preparation are denoted ¤
Week One 1/19/2021
• Introductions. Course overview. Interfaces and design patterns
• In class reading on Design patterns
• Introduction to 1st assignment: a collaborative interface element taxonomy book
• Brainstorming element ideas
LAB
¤ Look for interesting UI elements (for assignment) and bad/good interfaces (for discussion)
• Read/review websites linked to the assignment
¤ Email me a description of your two chosen elements (this is to avoid students duplicating elements)
• Research, writing for layout using InDesign template
• Anyone needing assistance with InDesign, come to Thursday lab session (recorded)
Week Two 1/26/2021
¤ Reading for today: Nick Kolenda's UI do's and don'ts
• Discussion: bad/good interface designs, best practices
• Lecture on the language of interactive design
LAB
• Ask me questions (via email or Zoom) if you need help writing about your UI element
• Develop your analysis, description, and historical information for the taxonomy pages
• Work on the layout and imagery, and captions
• Your taxonomy page spread must be exported to PDF. Upload your graphics and .indd files, as well as the PDF when submitting the assignment on Google Classroom
Week Three 2/2/2021
¤ Reading for today: Chapter 5 of UX Best Practices (pp. 75-93) Reducing Friction for a Smooth Experience
• Introduction: 2nd assignment, inventing a typing app for tablets (mock-ups of 4 screens)
• Brainstorm about typing apps (pair with peers in Zoom break-out rooms to think about them)
• Beyond usability: try out the rudimentary 'falling letters' prototype
• Lecture: wire frames and mock-ups
¤ Interface element taxonomy book discussion
LAB
• Research typing apps. Try some!
• Make wireframe sketches of ideas for your four screen mock-ups
• Do Adobe Illustrator tutorials if needed (see Links)
• Concept development. Plan style and substance. Colors and font! Fonts?!
• Production work on mock-ups for tablet app (icons, interface, illustrations)
Week Four 2/9/2021
¤ Reading for today: "Designing Delightful Interactions" (Chapter 6, p.94)
¤ Peer feedback. How can these mock-ups be more interesting, professional looking, striking?
LAB
• Continue production work on tablet app mock-ups
• Incorporate into PSD templates
Week Five 2/16/2021
¤ Reading for today: "A Gamification Framework" (article from UX Magazine)
• Introduce 3rd assignment, Math app cellphone wireframe
• Peer brainstorming math game concepts
• Discussion of wireframe techniques, flow
• Critique of Typing tablet mock-ups
LAB
• Math app research. Math game research?
• Paper sketches of math app flow! Do it!
• Choose a production strategy (e.g. learn some Adobe XD, or download Balsamiq Mockups, or use Photoshop/Illustrator with mock-up frame image)
Week Six 2/23/2021
¤ Reading for today Seductive Interaction Design, Chapter 1
• Motivating users
• Lo-fi digital wireframe demo. Use grid guides!
• Peer-to-peer paper wireframe sketch analysis
LAB
• Produce 'lo-fi digital' wireframe visualizations of math app screens
Week Seven 3/2/2021
¤ Reading for today “How People See” from 100 Things... (pp. 1-30)
¤ Critique of math app lo-fi wireframe (8 cellphone layouts)
• Introduce 4th assignment, client questionnaire
• Gestalt psychology, building your client questionnaire
LAB
• Imagine the clients you want!
• What do you need to know from them to make great work?
• Research. Ask a designer!
Week Eight 3/9/2021
¤ Reading for today: Building Brand Consistency
• Branding and visual identity. UX/UI deliverables
LAB
• Develop questionnaire appearance. Graphics, attention to detail
Week Nine 3/16/2021
¤ Questionnaire due, critique and peer-to-peer feedback
• Introduction: 5th assignment, Tour branding and web mock-ups (3 screen mock-ups)
• Market research peer activity: comparison of tours. Who are they for?
• Responsive design. Market research
LAB
• Brand attribute brainstorming. Logo development.
• Develop the tour brand's visual identity.
• Brainstorming, concept development sketching
Wellness Break 3/23/2021
Week Eleven 3/30/2021
¤ Reading for today “How People Think” from 100 Things... (pp. 68-88)
• The mental model. Personas
• Production issues and design elements (icons, color, typography, interface, illustration)
LAB
• Convey the place(s). The Establish a "call to action."
Week Twelve 4/6/2021
• Critique of tour branding web mock-ups
¤ Reading for today: Liu's "Designing for Kids" (website nngroup.com/articles/kids-cognition)
Introduction: 6th assignment, mad lib infotainment prototype for tablets (mock-ups of 10-12 screens)
• Designing for kids, education, and safety
• Research mad libs! Use mad libs websites and apps, and do them as printouts with others
• See redkid.net/madlibs for inspiration (bad interface!)
LAB
• Brainstorming, concept development, and sketchbook activity relating to 6th assignment Reading Chou
Week Thirteen 4/13/2021
• Infotainment and education. New media and empowerment
• Mock-ups production issues
• Peer-to-peer wireframe sketches and visual identity evaluation
LAB
• Production work on wireframe for case study
Week Fourteen 4/20/2021
• Navigation, all potential user actions
Making mock-ups interactive. Motion dynamics
LAB
Wiring up the interactive linking
Week Fifteen 4/27/2021 (10:30 AM)
Final critique (Infotainment prototype )
• Infotainment "mad lib" tablet apps
Tuesday, April 27 10:30 AM - 1:00 PM
Learning outcomes
Here is a partial list of course goals.
Software relevant to this course is listed below. Whatever tools are not free will be available for use in the computer labs.
This course will leverage several Adobe programs, including Adobe Illustrator and Adobe Photoshop, and possibly Adobe XD
Invision App
This online tool is free for a few non-commercial projects and it will serve to make mock-up imagery active (navigation prototype) for the final project.
Behance
This free online portfolio tool is not required but it is highly recommended. You are encouraged to present your project work in this format as a way to develop your online presence as a designer.
Contract Grading
Grades will be based on project assignments, attendance and class participation. You will receive feedback on the work you submit during the course via critique, in class, and drop-in "office hours." YOU MUST KEEP YOUR COPY OF ALL SUBMITTED WORK UNTIL THE END OF THE COURSE.
Make sure you read assignment descriptions carefully in Google Classroom. Completed projects are to be graded using the following criteria: timely completion, assignment requirements, design concepts, quality control, comprehension of the material, technical proficiency, project development, and demonstration of aesthetic and technical development.
Grading ComponentsYour grade for this course will be computed by the following formula:
The following descriptions articulate factors relevant to grade assessment in this course.
A (Work of exceptional quality)Students who earn an “A” produce work that is impressive, goes beyond what is required of the course, and exemplifies a superb work ethic. Their work is exceptional. “A” students might — or should — share their knowledge with their classmates, and they are active participants in class discussions. “A”-grade students do not spend time distracted by others or digital devices, and are contributing members of the class. Lastly, “A”-level students demonstrate an evolving understanding of the material through iterative efforts of their work.
A- (Work of high quality)In the “A-” range, a student has performed very closely to the level of his or her “A”-level counterpart, but has produced at least one project/homework/component of the grading scheme that was below a grade of “A.” Perhaps the student missed too many classes, sed up to class late too often, or submitted an assignment/homework that was not “A”-level.
B+ (Very good work)Students earning grades of “B+” produce very good work, which is close with that of their counterparts earning in the “C” range, but offer a sustained and meaningful structure to a critical user experience and design that is more complex than students earning a grade in the “C” range. “B+” students’ work is logically organized, responds to assignments in thoughtful and distinctive ways, and offers a sound user experience. Although minor coding and layout errors may be present, they are under control and do not impede user experience or content.
B (Good work; satisfies course requirements)Overall, “B” range students produce work with good results. He or she possesses a strong understanding of the course’s content and shows a high level of competence in the skill set taught in the course.
B- (Below-average work)Students in the “B-” range are producing work that is above adequate but below average. Their work shows flashes of very good work, but, overall, is not compelling for a grade of a “B.”
C+ (Less than adequate work)“These are average assignments. They will demonstrate some success in engaging with the assigned material. The document will show that the student can identify and work with key frameworks and methods with a particular set of content and apply them to ideas and examples found in other precedents, or other outside interactive experiences. Additionally, the assignment will demonstrate effort in the areas of user experience, interaction design. Typical of a “C/C+” assignment, however, is a disjointed sense of content hierarchy and user experience in connection with the page. Generally these assignments contain general coding errors which create unwanted or negative rendering, however, the assignments still work and an effort to debug and fix errors is present.”
C (Well below average work)In the “C” range, a student has show more than minimal progress to pass, but not quite on the level of a “C+” student.
D (Poor work)A student who earns a grade of “D” has performed the bare minimum to pass the course. He or she has performed very near to that of a student who would typically fail, but has some basic understanding of important concepts related to the course. He or she has also shown some attempt at trying to grasp the material of the course. In essence, the student has produced work that shows evidence of minimal effort expended and/or minimal aptitude.
E (Failure)Failing grades are earned by students who do not submit required work, produce incomplete work, and/or do not participate consistently. Grades of “E” are also earned by students who show no comprehension of the topics discussed in class and no commitment to attempt to comprehend. Students who fail show no interest in learning, make no effort to remedy problem areas, are continually distracted in class by other students and/or mobile electronic devices, and interrupt class.
Here are some practical resources that are relevant to the course:
Google Classroom
Required book
Reading List
Illustrator