University of Technology Sydney

84910 Analogue and Digital UX

Warning: The information on this page is indicative. The subject outline for a particular session, location and mode of offering is the authoritative source of all information about the subject for that offering. Required texts, recommended texts and references in particular are likely to change. Students will be provided with a subject outline once they enrol in the subject.

Subject handbook information prior to 2025 is available in the Archives.

UTS: Design, Architecture and Building: Design
Credit points: 6 cp
Result type: Grade and marks

Requisite(s): 84611 Integrated Product Design AND 84117 Product Design Communication B

Description

This subject is about designing for optimal user experiences (UX) when engaging with interactive products, which includes the physical and mechanical ('analogue') aspects as well as the interaction through digital elements such as screens and controls.

The lectures in this subject present a background of historical aspects of interaction between people and technologies, as well as exploring the application of multiple sensory and expressive modalities, and various modes of interaction and communication as part of the user experience. This is practiced in depth through the development of case studies, and a design project, working in teams in studios.

In the design project, a research-based approach is applied: in the first phase through design research methods such as domain research, participatory design and user studies, and finally in the implementation phase through user testing, iterative development, and validation of the interfaces.

Subject learning objectives (SLOs)

On successful completion of this subject, students should be able to:

1. Demonstrate an in-depth understanding of all aspects of UX and Interactive Product Design.
2. Identify, evaluate and apply appropriate Interactive Product Design and UX tools and techniques.
3. Study and apply design research methods to appropriately inform the design processes for interactive products and environments
4. Develop effective and appropriate design briefs, based on design research
5. Collaborate in teams to address complex and open-ended design challenges for Interaction and UX
6. Communicate Interactive Product Design and UX work to a professional standard, in writing, demonstrations and presentations.

Course intended learning outcomes (CILOs)

This subject also contributes to the following Course Intended Learning Outcomes:

  • Effective written and oral communication skills (C.1)
  • Demonstration of versatility, curiosity and imagination (I.2)
  • Ability to propose, develop and rethink ideas (I.4)
  • Industry specific practical and digital skills (P.1)
  • Analyse complex contexts for design (R.2)
  • Develop reasoned arguments supported by research (R.3)

Contribution to the development of graduate attributes

The term CAPRI is used for the five Design, Architecture and Building faculty graduate attribute categories where:

C = communication and groupwork

A = attitudes and values

P = practical and professional

R = research and critique

I = innovation and creativity

Course intended learning outcomes (CILOs) are linked to these categories using codes (e.g. C-!, A-3, P-4, etc).

Teaching and learning strategies

This subject uses an inquiry-based learning strategy that involves students in researching and developing their own solutions to complex design challenges. The subject uses design professionals as studio leaders to ensure that all content and tasks are relevant to current professional practice in a global context. This subject includes active learning experiences where ongoing feedback is provided weekly in all on campus or remote engagements such as online content and studios. It is therefore imperative that students attend all studios and engage with all online content. The subject combines a 1hr lecture, online content and one 2.5hr studio per week. The online content will provide knowledge relevant to the subject, and that will enable students to work (in groups and individually) on their case study development and their design projects. The knowledge provided includes information on the principles of design for interaction and Analogue & Digital UX and how these are applied to Product Design. Prior to studios, students will be required to engage with the online content and prepare questions or complete tasks for their studio leader relating to the weekly topic, and the design projects they are working on. Students will be able to do this by reviewing reference material relevant to all online content. The weekly online content topic and where to find reference materials is listed in the Program. In the studios, students will work on their case studies and design projects, guided by their studio leader. At the beginning of each studio the studio leader will discuss with the entire group the challenges they are facing with their projects. The studio leader will then prompt students faced by similar challenges to form small groups to facilitate collaborative discussions and project work. The studio leader will be reviewing the work weekly and will provide feedback verbally.

It is the student's responsibility to record any feedback provided in studio. During presentations students will be expected to actively participate in collaborative peer review feedback exercises. Grades, marks and feedback on final design submissions will be provided through Canvas.

An additional aim of this subject is to help you develop academic and professional language and communication skills to succeed at university and in the workplace. During the course of this subject, you will complete a milestone assessment task which will, in addition to assessing your subject-specific learning objectives, assess your English language proficiency. This does not influence your assessment for the subject itself.

Content (topics)

  • Case studies - understanding of the principles of Interaction, and analogue and digital UX to Product Design.
  • Technical skills - building skills in working with tools and techniques for interaction and UX projects.
  • Teamwork - make a positive contribution to a complex project.
  • Human-Computer Interaction - investigate the relationship between people and technology in interactive physical and digital products.
  • Product integration - understanding products in a systems context.
  • Human behaviour - understanding how to design for positive change.
  • Reporting - developing academic writing and referencing skills.

Assessment

Assessment task 1: Interaction Analysis - Case Studies

Intent:

Studying and analysing interactions between people and technology, in depth, using interaction theory and terminology and reflection.

Objective(s):

This task addresses the following subject learning objectives:

1 and 6

This task also addresses the following course intended learning outcomes that are linked with a code to indicate one of the five CAPRI graduate attribute categories (e.g. C.1, A.3, P.4, etc.):

C.1, I.2 and R.2

Type: Report
Groupwork: Group, individually assessed
Weight: 40%
Criteria linkages:
Criteria Weight (%) SLOs CILOs
Appropriate choice of case study topics and evidence of progress 20 1 I.2
Demonstrated level of understanding of interaction theory and practice 50 1 R.2
Clarity of writing and presentation and level of reflection 30 6 C.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Assessment task 2: Research Based Design for Interaction and UX

Intent:

Carrying out structured design research in the chosen domain, using a range of methodologies, leading to a design brief that is based on thorough research.

Objective(s):

This task addresses the following subject learning objectives:

3 and 4

This task also addresses the following course intended learning outcomes that are linked with a code to indicate one of the five CAPRI graduate attribute categories (e.g. C.1, A.3, P.4, etc.):

I.4 and R.3

Type: Project
Groupwork: Group, group assessed
Weight: 20%
Criteria linkages:
Criteria Weight (%) SLOs CILOs
Demonstrated understanding and application of a variety of appropriate design research methods 60 3 R.3
Appropriateness of Design Brief for a design for interaction/UX, connection with design research 40 4 I.4
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Assessment task 3: Design for Interaction and UX Prototype

Intent:

Starting from the design brief, developing the Interactive Design for optimal UX, through an iterative research based process consisting of user studies and validation.

Objective(s):

This task addresses the following subject learning objectives:

1, 2, 5 and 6

This task also addresses the following course intended learning outcomes that are linked with a code to indicate one of the five CAPRI graduate attribute categories (e.g. C.1, A.3, P.4, etc.):

C.1, I.2, I.4, P.1 and R.2

Type: Project
Groupwork: Group, group and individually assessed
Weight: 40%
Criteria linkages:
Criteria Weight (%) SLOs CILOs
Originality and strength of concept (relating to the theme) 10 1 I.4
Demonstrated usability in your interactive UX prototype. 15 1 I.2
Degree of design iteration based on research and user testing evident in your project 20 5 R.2
Degree of scholarly writing evident your report and level of reflection, evidence of contribution 35 6 C.1
Demonstrated technical skills (making) 20 2 P.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Minimum requirements

The DAB attendance policy requires students to attend no less than 80% of formal teaching sessions (lectures and tutorials) for each class they are enrolled in to remain eligible for assessment.

Required texts

Bongers, A. J. (2022). Understanding Interaction - the relationships between people, technology, culture, and the environment. Volume 1, Evolution, technology, language and culture. Taylor & Francis. (hardcopies and electronic version accessible through the UTS library).

Milton, A. & Rodgers, P. (2013). Research Methods for Product Design: Portfolio Skills - Product Design, Laurance King, London

Tomitsch, M., Borthwick, M., Ahmadpour, N., Cooper, C., Frawley, J., Hepburn, L.A., Kocaballi, A.B., Loke, L., Nu?n?ez-Pacheco, C., ‎ Straker, K., ‎Wrigley, C. (2021). Design. Think. Make. Break. Repeat. A Handbook of Methods (2nd edition). BIS Publishers. http://designthinkmakebreakrepeat.com/

References

Buley, L. (2013). The User Experience Team of One: A Research and Design Survival Guide, Rosenfeld Media.

Buxton, W. A. S. (2007). Sketching User Experiences - getting the design right and the right design. Morton Kaufmann.

Csikszentmihalyi, M. R. (1990). Flow: The Psychology of Optimal Experience. Harper.

Dix, A., Finlay, J., Abowd, G., & Beale, R. (2004) Human-Computer Interaction. (3rd edition). Prentice Hall.

Dorst, C. H. (2015). Frame Innovation - create new thinking by design. MIT Press.

Eco, U. (1976). A Theory of Semiotics. Indiana University Press.

Gibson, J. J. (1966). The Senses Considered as Perceptual Systems. Houghton Mifflin.

Gibson, J. J. (1979). The Ecological Approach to Visual Perception. Houghton Mifflin.

Gleick, J. (2011). The Information – a history, a theory, a flood. Fourth Estate.

Harari, Y. N. (2014). Sapiens – a brief history of humankind. Vintage.

Kahneman, D. (2011). Thinking, Fast and Slow. Penguin

Kalbach, J., (2015). Mapping Experiences: A Guide to Creating Value through Journeys, Blueprints and Diagrams, O’Reilly Media.

Kelly, L. (2016). The Memory Code - the traditional Aboriginal memory technique that unlocks the secrets of Stonehenge, Easter Island and ancient monuments the world over. Allen & Unwin.

Kolko, J. (20110). Thoughts on Interaction Design. (2nd edition). Morgan-Kaufmann.

Kress, G. R., and Van Leeuwen, T. J. (2006) Reading Images – the grammar of visual design. (2nd edition). Routledge.

Kress, G. R. (2010) Multimodality – a social semiotic approach to contemporary communication. Routledge.

Krznaric, R. (2014) Empathy - a handbook for revolution. Random House

Kumar, V. (2012). 101 Design Methods: A Structured Approach for Driving Innovation in your Organisation. John Wiley & Sons.

Levy, J. (2015). UX Strategy: How to Devise Innovative Digital Products that People Want. O’Reilly Media.

Martin, B. and Hanington, B. (2012). Universal Methods of Design: 100 ways to research complex problems, develop innovative ideas and design effective solutions. Rockport

Moggridge, W. G. (2007). Designing Interactions. MIT Press.

Norman, D. A. (2013). The Design of Everyday Things. (2nd edition). Basic Books.

Patton, J. (2014) User Story Mapping: Discover the Whole Story, Build the Right Product, O’Reilly Media.

Pullin, G., 2009, Design Meets Disability, MIT Press, MA

Sharp, H., Rogers, Y., & Preece, J. (2019) Interaction Design - beyond human-computer interaction. (5th edition). John Wiley & Sons,

Steffensen, V. (2020). Fire Country - how indigenous fire management could help save Australia. Hardie Grant Travel.

Stickdorn, M. & Scneider, J. (2011). This is Service Design Thinking: Basics-Tools-Cases, John Wiley & Sons.

Weinshenck, S. (2011). 100 Things Every Designer Needs to Know About People: What Makes Them Tick? New Riders, San Francisco

Yunkaporta, T. (2019). Sand Talk - how indigenous thinking can save the world. The Text Publishing Company.