Degree | Type | Year | Semester |
---|---|---|---|
2503873 Interactive Communication | OB | 3 | 1 |
Knowledge of interaction design and the creation of interactive audiovisual products. It is necessary that students have autonomy in the design of digital products. An understanding of English is necessary, since some readings and resources will be presented in this language.
Creation of products that meet the needs of end users with simplicity and usability as the basis. Study of methodologies, techniques and research models for the design and evaluation of final interactive products.
User Centered Design contents include:
Content presentation classes, seminars with specific cases and practical projects will be held. Students will carry out interactive projects that include design. The proposed teaching methodology and evaluation may undergo some modification depending on the restrictions on presence imposed by the health authorities.
The detailed calendar with the content of the different sessions will be exposed on the day of the presentation of the subject. It will also be posted on the Virtual Campus where students can find the detailed description of the exercises and practices, the various teaching materials and any information necessary for proper monitoring of the subject. In the event of a change in the teaching modality for health reasons, the teaching staff will inform of the changes that may occur in the programming of the subject and the teaching methodologies.
Annotation: Within the schedule set by the centre or degree programme, 15 minutes of one class will be reserved for students to evaluate their lecturers and their courses or modules through questionnaires.
Title | Hours | ECTS | Learning Outcomes |
---|---|---|---|
Type: Directed | |||
Lessons | 15 | 0.6 | 2, 3, 4 |
Type: Supervised | |||
Laboratory work | 21 | 0.84 | 1, 4, 6, 5 |
Seminars | 9 | 0.36 | 2, 3, 6 |
Tutoring | 9 | 0.36 | 4, 6, 5 |
Type: Autonomous | |||
Practical exercises | 84 | 3.36 | 1, 4, 5 |
The teaching methodology and the proposed evaluation may undergo some modification depending on the restrictions on attendance that the health authorities impose.
Evaluation activities description:
• Exam (30%)
• Seminars (20%)
• Practical exercises (50%)
It is mandatory to pass the exam and the practical exercises to pass the subject.
Students will be entitled to the revaluation of the subject. They should present a minimum of activities that equals two-thirds of the total grading. To have access to revaluation, the previous grades should be 3.5. The activities that are excluded from the revaluation process are seminars.
Misspellings will be penalized with -0.5 points each.
The student who performs any irregularity (copy, plagiarism, identity theft...) will be qualified with 0 in this assignment or exam. In case there are several irregularities, the final grade of the subject will be 0.
Title | Weighting | Hours | ECTS | Learning Outcomes |
---|---|---|---|---|
Exam | 30% | 3 | 0.12 | 2, 3, 4, 5 |
Practical exercises | 50% | 3 | 0.12 | 1, 4, 6, 5 |
Seminars | 20% | 6 | 0.24 | 2, 3, 6, 5 |
Alomari, Hakam W., Ramasamy, Vijayalakshmi, Kiper, James D. & Potvin, G. (2020). A user interface (UI) and user experience (UX) ecaluation framework for cuberlearning environments in computer science and software engineering education. Heliyon 6: e03917. https://doi.org/10.1016/j.heliyon.2020.e03917
Andreu-Sánchez, Celia, Martín-Pascual, Miguel Ángel, Gruart, Agnès & Delgado-García, José María (2021). The effect of media professionalization on cognitive neurodynamics during audiovisual cuts. Frontiers in Systems Neuroscience, 15: 598383. https://doi.org/10.3389/fnsys.2021.598383
Cybulski, Pawel & Horbinski, Tymoteusz (2020). User experience in using graphical user interfaces of web maps. International Jorunal of Geo-Information, 9(7): 412. https://doi.org/10.3390/ijgi9070412
DeAngelus, Marianne & Pelz, Jeff B. (2009). Top-down control of eye movements: Yarbus revisited. Visual Cognition, 17 (6-7):790-811. http://dx.doi.org/10.1080/13506280902793843
Eckestein, Maria, Guerra-Carrillo, Belén, Miller Singley, Alison T. & Bunge, Silvia A. (2016). Beyond eye gaze: what else can eyetracking reveal about cognition and cognitive development? Developmental Cognitive Neuroscience, 25: 69-91. http://dx.doi.org/10.1016/j.dcn.2016.11.001
Hernández-González, Samuel, Andreu-Sánchez, Celia, Martín-Pascual, Miguel Ángel, Gruart, Agnès & Delgado-García, José María (2017). A cognition-related neural oscillation pattern, generated in the prelimbic cortex, can control operant learning in rats. Journal of Neuroscience 37(24) 5923-5935. https://doi.org/10.1523/JNEUROSCI.3651-16.2017
Joo, Heonsik (2017). A study on understanding of UI and UX, and understanding of design according to user interface change. International Journal of Applied Engineering Research, 12(20):9931-9935. http://www.ripublication.com/ijaer17/ijaerv12n20_96.pdf
Prasetya Kristiadi, Dedy, Budiman Udjaja, Yogi, Hendric Spits, Harco Leslie & Kusakunniran, Worapan (2017). The effect of UI, UX and GX on Video Games. The IEEE CyberneticsCom. https://cutt.ly/DmhhWIE
Throughout the course other resources will be added to this bibliography.
In this subject, students are free to use the software that best suits their needs and technical capabilities. In the cases in which the work with a specific software is proposed, it will be with free software, which will be presented in the teaching sessions.