Syllabus

NYCCT HEader

COMD 3562 UX & UI Design

Day & Time: Wednesday, 6:00PM – 9:20PM
Instructor: Jerron Smith
Email: thepixelsmith@gmail.com
Website: https://openlab.citytech.cuny.edu/smithcomd3562fa2015/

Course Description (from college catalog)

Building on skills learned in COMD 3551, topics include advanced CSS, Javascript and Flash integration. Students work with clients to design and construct a professional working website following contemporary web and accessibility standards. Software such as Dreamweaver and Flash are used for construction and maintenance. A working knowledge of XHTML and CSS is required. Corequisite: COMD 2450.

Additional Course Description

UI/UX design is an essential component of today’s design landscape. This course examines the leading concepts of user-centered design through readings, discussions and assignments. Practical concerns include methodologies for research, wireframing, rapid prototyping and developing an interactive project from an abstract idea through the UX and UI Design processes. Students will gain an understanding of the tools and issues surrounding usability on desktops and with mobile devices, along with the various concerns involved in interactivity in general.

Attendance and Lateness Policies (College & Department)

A class roster roll will be taken at the beginning of each class. Only two absences may be allowed. After two absences, a student may be withdrawn because of unsatisfactory attendance (code WU). Students arriving after the roll is taken will be marked “late.” Students may be notified at the earliest opportunity in class after they have been absent or late. After being absent two times or equivalent (2 lateness = 1 absence), a student may be asked to withdraw from the class (code W before the College drop deadline) or may be withdrawn from the class (code WU).

Academic Integrity Standards (College)

You are responsible for reading, understanding and abiding by the NYC College of Technology Student Handbook, “Student Rights & Responsibilities,” section “Academic Integrity Standards.” Academic dishonesty of any type, including cheating and plagiarism is unacceptable. “Cheating” is misrepresenting another student’s efforts/work as your own. “Plagiarism” is the representation of another person’s work, words or concepts as your own.

Research (College)

A large emphasis will be placed on awareness of the design world by observing the state of design in our community: books, publications, web sources, museums and graphic art organizations. Students are expected to gather reference materials for all their projects and are encouraged to use the college’s library resources. http://library.citytech.cuny.edu

Class Policies

Unless otherwise noted, projects given as Homework Assignments are due at the beginning of class and must be handed in (if physical), placed on the server, Flash Drive or sent in email to be reviewed; otherwise it is considered late.
ANY MISSED ASSIGNMENTS WILL EARN ZERO POINTS. Assignments received after the deadline will drop a grade at the end of the class. After that time period, any late assignment will earn a zero. A final folder of all projects will be handed in via DropBox, Google Drive, Creative Cloud or other file storage/sharing service along with the final project at the end of the semester.

Class Participation

You are expected to give thoughtful, constructive feedback in class. You are to be prepared for each session, meaning you will have read all required selections, performed all appointed tasks, and completed all homework. You are to do your homework with professionalism and to seek help as soon as possible.

Instructor’s Recommendations

Come to class on time: Students arriving more than 15 minutes late may be marked absent.

Attend all classes: Each week we will build on the work learned the week before. If you must miss a class, please let me know ahead of time. It is your responsibility to obtain any missed material from your fellow classmates, and to turn assignments in on time even if you are absent. Students missing more than two classes risk failing the course.

Turn in assignments on time: Homework turned in late will lose 10 points for every day that it is late. Work turned in more than two weeks from the due date will not be accepted. Project 1 and Project 2 may not be turned in late. Missing projects may result in a failing grade for the project.

Ask Questions: This is a technical class, and we will be covering a lot of information in a short time. If you are confused, lost, need clarification, etc, please don’t hesitate to ask questions in class. Chances are your fellow students will benefit from the answers AND this will add to your class participation grade! I am also available between classes via email.

SAVE, SAVE, AND SAVE AGAIN: There will be no sympathy for work lost for not saving properly.

BACK UP YOUR WORK: Murphy’s Law Applies In All Things–You will lose your flash drive or it will become corrupted. Save your work in at least two places. Cloud-based services like dropbox can work as well if not better than a computer at home.

Instructor’s Prerogative

I reserve the right to change the syllabus or grading formula as I see fit, given the composition and progress of the class. I will notify the class as to these changes in writing in a timely fashion.

Class Supplies

FLASH DRIVE: or other portable storage device. This will be used to transfer your work from home and class. Image files can be large, so make sure your flash drive is at least 8gb.

SKETCHBOOK: For taking notes during technical demonstrations, brainstorming sessions, and for sketching ideas for projects. YOU WILL HAVE TO PUT PENCIL TO PAPER AND DRAW. I highly recommend you use a gridded sketchbook.

INDEX CARDS: They have a million uses

Class Objectives

Instructional ObjectivesFor the successful completion of this course students should be able to: AssessmentEvaluation method/criteria:
Define and explain basic concepts of UI/UX, Information architecture, product management and the role of Designers. Students will demonstrate competency in written exercises and presentations leading up to an investor pitch.
Define and explain the applications of UI/UX, Information architecture and product management.Demonstrate AGILE methodologies to tackle complex problems in order to come up with a pertinent design solution. Students will demonstrate competency by completing projects and presenting their process workflow.
Demonstrate a proficiency in using IA tools and methods. Demonstrate how to choose the most appropriate method or approach for a specific project. Group and/or individual interaction projects.
Speaking: the student will demonstrate the ability to articulate him/herself using relevant industry-specific vocabulary. Evaluated through class discussions and project presentations.
Social Interaction: The student will demonstrate the ability to work as part of a team, including people from a variety of backgrounds, and build consensus. Evaluate the collaboration and integration of the team during the group project, class participation and group presentation

Grading Formula

Grade    Numerical Meaning of Grade
A (Excellent) 4.0 Represents exemplary work. Work consistently exceeds expectations of professional craft and quality.
B+ 3.5
B (Good) 3.0 Work meets basic expectations of professional craft and quality.
C+ 2.5
C (Satisfactory) 2.0 Work does not meet professional expectations of craft and quality.
D (Unsatisfactory) 1.0

Grading Criteria

The final grade for this course will be determined by the grades each student earns on the following projects and assignments. The grading is done using a numerical point system with each gradable assignment worth a certain maximum number of points. The maximum numerical value that is possible exceeds 100, allowing a student to make up for a weak showing in one area with a stronger final project.

 

Project/Assignment Maximum Value
Individual Project Pt. 1: Stakeholder & Competitor Research 10 pts.
Individual Project Pt. 2: User Research | Personas & Scenarios 10 pts.
Group Project: Existing Software UX | UI 25 pts.
Individual Project: UX Design Deck—based on Individual Project 1 & 2 25 pts
Individual Project: Final Presentation 20 pts
Homework 10 pts.
Preparation, Attendance & Participation 5 pts.
Total: 105 pts

 

The numerical grades are then converted to alphabetical grades based on the following conversion chart:

 

Range in % Letter Grade Range in % Letter Grade
95-100 A 72-77 C
90-94 A- 70-71 C-
88-89 B+ 68-69 D+
82-87 B 62-67 D
80-81 B- 60-61 D-
78-79 C+ 0-59 F

Topical Outline

Class 1: Course Description | What are UX & UI Design? | UX ≄UI | Dieter Rams 10 Principles of Good Design | UX Design Deliverables | UI Design Deliverables | General UX Design Workflow | General UI Design Workflow | Iterative Design
Homework: Initial Product Development | What does your Product Do? | Why should anyone care? | Who will use your product | What platform do you want your product on? | What makes your product unique? | What customer problem does your product solve?
Class 2: UX Design Workflow in Depth | UI Design Workflow in Depth | UX Deliverables | An Introduction to UX Design Patterns | UX Design Research Techniques
Homework: Low-Fi Logo and Color Scheme Design
Class 3: Project Assignment | Conducting Stakeholder Research | Conducting User Research | UX Design Tools in Depth | Understanding your User | Understanding your User’s Pain Points |
Homework: Low-Fi Logo and Color Scheme Design
Class 4: Creating a Persona | Storytelling & Scenario Building
Homework:
Class 5: Developing Your Structure—Information Architecture | Developing your Iconography | Mapping User Interaction
Homework: Develop your low-fi icon set
Class 6: Wireframing | Content Wireframes | Low-Fidelity Wireframes | High–Fidelity Wireframes
Homework:
Class 7: Wireframing—Evaluating the User Experience | Iterative Design
Homework:
Class 8: Designing and Planning your User Interface | An Introduction UI Design Patterns | Color & Psychology | Understanding the meaning of Symbols |
Homework:
Class 9: Low-Fi Paper Prototyping | Evaluating the User Experience |
Homework:
Class 10:  Creating Interactive/Click Through Prototypes | Low-Fi or Hi-Fi
Homework:
Class 11: Usability Testing | Quantitative & Qualitative Testing |
Homework:
Class 12: Refining Interactive/Click Through Prototypes
Homework:
Class 13: Studio Session
Homework:
Class 14: Individual Reviews
Homework:
Class 15: Final Presentation/Pitch

 

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