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1 Apr
2021

Designing for User Experience

Category:ACADEMICIAN

SOLUTION AT Australian Expert Writers

Welcome to SM6069 Designing for User Experience – Spring 2020-21
DEADLINES: 
1. Case Study (weighting 20 %). Due week 10 by 3pm 
This is a 2,000-2,500 word research-based case study of your chosen area of interest that includes both relevant theory and literature (literature review) and related digital media products (product review).
2. Research Proposal (weighting 30 %). Due week 13 by 3pm
This is a 2,000-2,500 word research-based case study of your chosen area of interest that includes both relevant theory and literature (literature review) and related digital media products (product review).
2. Project (weighting 50%). Due week 17  by 3pm?
The detail of the specific project will be determined by the student in consultation with the tutor based on feedback from the Research & Proposal.  
This module develops a critical design research model of understanding user experience design.  Understanding how power, knowledge and technology interact and affect users develops this model. Deconstructing experience and the user is also at the heart of this module. Students will be encouraged to come up with novel user experience design and critically evaluate their own work and UX practices, understanding the impact their design may have on users, experience and wider society.  Students’ own experiences with new media and new technology interfaces will form an integral part of this analysis, which, in turn, will inform students’ own practice as multimedia producers. The latest multimodal interactions will be covered in this module, brain computer interfaces, audio interfaces, IoT interfaces and new social communication mediums, to equip students with understanding of emergent technology and novel user interfaces.  
Indicative Syllabus
Bodymods and augmented interfaces
Augmented Reality Interfaces
Designing in Virtual Reality Interfaces
IoT interfaces
Audio Interfaces
Drone Media
Chatbots
DIY Electronics
Security of New Media/ New Technologies 
Gamification 
Brain- computer interfaces, 
Information and Communications Technology
Databases 
Surveillance capitalism
Digital media consumption, 
The Attention Economy, 
Emotion, Memory and Discursive Practices in HCI
The “user”/ produser
Controversial technology Research
Usability and user experience design
Imagination Workers
HCI and wearable devices
Neuromarketing
Dark Design Patterns in Websites
Scraping/ Crawling and APIs 
Domestic and Family interfaces
Gestural and Touch Interfaces
Novel User Interfaces
Module Learning Outcomes
To critically explore user experience design in the field of new media and new technologies; covering brain- computer interfaces, surveillance capitalism, digital media consumption, attention economy and social media,the “user”,neuromarketing. (LO1)
To investigate the relationship between theory and practice in the context of user experience. (LO2)
To critically design novel new interfaces and critically review their impact on users. (LO3)
Your Assessments
Your Assessments
The assessment strategy for this module is designed to expose students to the main issues and problems in designing novel user interfaces and emergent digital media artefacts.
A) A case study critically analysing an existing novel user interface and the user experience. (Weighting 20%) (LO1, LO2).
B) A project proposal for a novel user interface demonstrating the ability to conceptualise, analyse and discuss the main issues from your project idea (Weighting 30%) (LO1, 2).
C) A prototype of the proposed project idea for a novel digital artefact (Weighting 50%) ( LO1, LO2, LO3).

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