Module Details

Module Code: INFO8014
Title: Design Tech Experiences
Long Title: Design Tech Experiences
NFQ Level: Advanced
Valid From: Semester 1 - 2017/18 ( September 2017 )
Duration: 1 Semester
Credits: 5
Field of Study: 4820 - Information Systems
Module Delivered in: 1 programme(s)
Module Description: This modules aims to provide students with the methodologies and tools to support the examination and redesign of technology based experiences.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Identify and describe personas using established tools and methodologies
LO2 Document, critique and communicate technology based persona experiences using established tools and methodologies
LO3 Redesign technology based persona experiences using established tools and methodologies
LO4 Create prototypes for redesigned technology based experiences
LO5 Evaluate the strategic importance of technology based experience design for personas and organisations
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Strategy
Use of technology based customer experience as a strategic advantage for organisation, Differences between technology based experiences and non technology based experiences, A holistic view of technology based experiences, Change Management for Customers, Guest Lectures
Tools and Methodologies
Observations and Development of Customer Insights, Customer Journeys, Service Blueprints, Personas, Scenarios, Case Studies
Technology Trends
Mobile Experience, Self Service, Co-creation, Personalisation, Big Data, Privacy, Current Trends
Prototyping
Conceptualising new processes / journeys. Wireframing as a tool to communicate a redesigned process. User Testing.
Customer Journeys
Mapping the journey. Improving the journey and looking for fall-off points. Customer experience vs User experience.
Research
Usability Testing - both live and remote. Surveys and focus groups. Google Analytics. Analysing and classifying results. Facilitating research through design choices.
Designing for Different Devices
Appreciation of design requirements for the '6 screens'. In depth look a mobile, laptop and tabletn including responsive design and whether to 'Adapt' the Design. When to create a mobile app? Considerations for Smart TVs, Wearables and Car Windscreens.
Persona Driven Design
Personas as a means for making user representations more usable. Use of the persona lifecycle during technology based design projects.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Written Report % of Total Mark 20
Timing Week 4 Learning Outcomes 1,2
Assessment Description
Prepare a report and present an analysis of a technology persona based experience. Specification given in week one.
Assessment Type Written Report % of Total Mark 50
Timing Week 8 Learning Outcomes 2,3,5
Assessment Description
Prepare a report and present a redesigned experience.
Assessment Type Written Report % of Total Mark 30
Timing Week 13 Learning Outcomes 3,4
Assessment Description
Prepare a report including detailed prototypes for a redesigned persona experience
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Class Based Instruction Every Week 2.00 2
Lab Contact Class Based Practical Every Week 1.00 1
Independent & Directed Learning (Non-contact) Non Contact Reading, Research, Preparation Every Week 4.00 4
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 3.00
Workload: Part Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact Class Based Instruction Every Week 1.50 1.5
Lab Contact Class Based Practical Every Week 1.00 1
Independent & Directed Learning (Non-contact) Non Contact Reading, Research and Preparation Every Week 4.50 4.5
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 2.50
 
Module Resources
Recommended Book Resources
  • Marc Hassenzahl. (2010), Experience Design: Technology for All the Right Reasons, Morgan & Claypool Publishers, [ISBN: 9781608450480].
  • Marc Stickdorn, Jakob Scheider. (2012), This is Service Design Thinking, Wiley, [ISBN: 9789063692797].
  • Thomas Lockwood. (2010), Design Thinking, 2010. Allworth Press, [ISBN: 1581156685].
Supplementary Book Resources
  • John Pruitt and Tamara Adlin. (2010), The Persona Lifecycle: Keeping People in Mind Throughout Product Design, 1. Morgan Kaufmann, [ISBN: 0125662513].
  • Steve Krug. (2013), Don't Make Me Think Revisited, 3rd. [ISBN: 0321965515].
  • Eric Reiss. (2012), Usable Usability, 1st Ed. John Wiley & Sons, [ISBN: 1118185471].
  • Jeff Gothelf and Josh Seiden. Lean UX, 2013. O'Reilly Press, [ISBN: 9781449311650].
  • Susan Weinschenk. (2011), 100 Things Every Designer Needs to Know About People, 1st Ed. New Riders, [ISBN: 0321767535].
Recommended Article/Paper Resources
  • Rawson A., Duncan E. & Jones C.. (2013), The Truth About Customer Experience, Harvard Business Review.
  • Verganti, R.. (2013), Design Driven Innovation: Changing the rules of competition by radically innovating what things mean, Harvard Business Press.
  • Berry, L.L., Carbone, L. P. & Haeckel, S. H.. (2002), Managing the total customer experience, MIT SLoan Management Review.
  • Eric Reiss. (2012), Usable Usability, John Wiley & Sons, [ISSN: 111818547].
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_BBISY_8 Bachelor of Business (Honours) in Information Systems 5 Elective