University of Technology Sydney

52686 Digital Publishing for Apps

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 2024 is available in the Archives.

UTS: Communication: Digital and Social Media
Credit points: 6 cp
Result type: Grade and marks

Requisite(s): 24 credit points of completed study in spk(s): MAJ10050 Digital and Social Media Major OR 30 credit points of completed study in spk(s): MAJ09479 48cp Digital and Social Media Major OR 30 credit points of completed study in spk(s): MAJ09487 48cp Digital and Social Media Major
Anti-requisite(s): 54064 Digital Publishing for Apps

Description

This subject allows students to develop their conceptual and production skills in digital publishing, with a particular focus on the app environment. Students explore a range of challenges and opportunities in digital app development, including cultural and design issues concerning digital products developed for Indigenous communities or about Indigenous culture; UX and UI design; location-aware technologies and production methodologies. They develop conceptual and production skills in the context of new modes of storytelling, publishing and distribution that app and device formats make possible. Students learn to ideate, plan, design, prototype and iterate using industry-relevant techniques and tools. They apply rapid prototyping methods to develop app solutions to real world problems and enhance their digital production skills in design and prototyping using industry-relevant software.

Subject learning objectives (SLOs)

a. Communicate professionally
b. Plan, develop, design and produce digital apps
c. Understand how to develop apps around the needs of Indigenous communities
d. Collaborate effectively

Course intended learning outcomes (CILOs)

This subject engages with the following Course Intended Learning Outcomes (CILOs), which are tailored to the Graduate Attributes set for all graduates of the Faculty of Arts and Social Sciences:

  • Act in a professional manner appropriate to communication industries (1.1)
  • Apply theoretically informed understandings of communication industries to independent and collaborative projects across a range of media (1.2)
  • Employ appropriate research and inquiry skills to independently gather, organise and analyse information across diverse platforms (2.1)
  • Act as reflexive critical thinkers and innovative creative practitioners who evaluate their own and others' work (2.2)
  • Apply knowledge of Indigenous issues in professional practices and engage responsibly in communicating with and about Indigenous people and communities (4.1)
  • Analyse and act ethically in the personal, political and professional contexts of civil society (5.1)
  • Exemplify effective and appropriate communication in different communication industry contexts (6.1)
  • Utilise digital literacy and production skills across a range of media (6.2)

Teaching and learning strategies

Face-to-face classes incorporate a range of teaching and learning strategies including case study analysis, presentations, workshops and collaborative project development. These are complemented by preparatory work prior to attending classes using online resources such as websites and videos, and online technical skill development for certain software using digital resources. Initial classes focus on key conceptual, planning, platform and production issues relevant to digital publishing in a networked and app environment including workshops for ideation of prototypes. As the subject progresses, the focus shifts significantly to active learning via collaborative teamwork, workshops and in-class production where students develop digital publishing projects emerging from the earlier rapid prototyping.

Students receive both formative and summative feedback within the subject. Students gain early formative feedback during classes as their prototypes are developed and then later as they advance their prototype. During this phase, the feedback is focussed on concept and technical improvements and peer feedback through user testing. Students receive summative feedback in response to their submitted assessment items that is focussed on assessment outcomes. Summative feedback may also provide information on specific aspects of their submitted assessments, such as strategies for improvement, advancement of strengths, or comments on notable aspects of submitted work. It is provided in written form for all assessed work and will be published along with grades.

Content (topics)

Students explore the emergence of digital and mobile apps and networked devices as modes of cultural production. They learn and apply user experience and user interface design principles and approaches in a mobile device environment. Students examine cultural and design issues concerning digital products developed for and about Indigenous communities and culture through the application of Indigenous principles and protocols. They consider technological developments in mobile technology including location-aware technologies and social networking. They explore historical and contemporary approaches to developing digital media content including digital production and prototyping methodologies, structuring and wireframing digital content and app distribution standards, issues and challenges.

Assessment

Assessment task 1: Indigenous Mobile App Case Study

Objective(s):

a, b and c

Weight: 40%
Length:

6-8 minutes video presentation

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Clarity and professionalism of verbal presentation 25 a 6.1
Depth of analysis concerning Indigenous culture and representation 20 c 4.1
Depth of analysis concerning Indigenous principles and protocols 20 c 4.1
Relevance of critical reflection and analysis with regard to app design issues 20 b 6.1
Professionalism and design standard of support materials 15 a 2.1
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Assessment task 2: App Prototype Project

Objective(s):

a, b and d

Weight: 60%
Length:

2000 words + final app prototype

Criteria linkages:
Criteria Weight (%) SLOs CILOs
Completion of Milestone Task Part A 5 b 2.1
Completion of Milestone Task Part B 5 d 2.2
Comprehensiveness of app development in report 20 a 1.1
Integration and application of academic and industry literature in report 15 b 1.2
Clarity of expression and professionalism of presentation in report 10 a 6.1
Degree of professionalism in terms of structure, user experience and user interface design in final app prototype 20 b 6.2
Range and breadth of original content included in final app prototype 10 b 5.1
Demonstrated collaboration with peers and user research and testing 15 d 2.2
SLOs: subject learning objectives
CILOs: course intended learning outcomes

Minimum requirements

Attendance

Attendance at classes is essential in this subject. Classes are based on a collaborative approach that involves essential workshopping and interchange of ideas with other students and the tutor. A roll will be taken at each class. Students who have more than two absences from class will be refused final assessment (see Rule 3.8).

Required texts

There are no required texts for this subject. Required readings will be available via UTS Library and the online UTS site.

References

Garrett, J. (2011). The Elements of User Experience: User-Centred Design for the Web (2nd ed.). New Riders.

Goggin, G. (2011). Ubiquitous apps: politics of openness in global mobile cultures. Digital Creativity 22(3), 148-159. DOI: 10.1080/14626268.2011.603733

Hartson, R. & Pyla, P. (2018). The UX Book: Designing a Quality User Experience (2nd ed.). Morgan Kaufmann.

Krug. S. (2013). Don’t Make me Think, Revisited: A Common Sense Approach to Web and Mobile Usability (3rd ed.). Pearson Education.

Levin, M. (2014). Designing Multi-Device Experiences: An Ecosystem Approach to Creating User Experiences Across Devices. O’Reilly.

Lupton, E. (2014). Type on Screen: A Critical Guide for Designers, Writers, Developers, and Students. Princeton Architectural Press.

Mendoza, A. (2013). Mobile User Experience: Patterns to Make Sense of it All. Morgan Kaufmann.

Neill, T. (2014). Mobile Design Pattern Gallery: UI Patterns for Smartphone Apps, O’Reilly.

Neilsen, J. & Budiu, R. (2013). Mobile Usability. New Riders.

Perea, P., & Giner, P. (2017). UX Design for Mobile: Design Apps that Deliver Impressive Mobile Experiences (1st ed.). PACKT Publishing.

Rieser, M (Ed). (2011). The Mobile Audience: Media Art and Mobile Technologies. Rodopi.

Tomisch, M., Wrigley, C. & Borthwick, M. (2018). Design. Think. Make. Break. Repeat: A Handbook of Methods. BIS Publishers.

Unger, R. & Chandler, C. (2012). A Project Guide to UX Design: For User Experience Designers in the Field or in the Making (2nd Ed.). New Riders.