INTERACTION DESIGN - 2024/5

Module code: PSYM156

Module Overview

Technology and its interfaces form part of our everyday lives. How we engage with these tools, artefacts, devices and access their content – whether it be for edification, education, entertainment or utility – profoundly effects the way we live and thrive. This module is all about designing those interfaces, interactions and experiences; how to apply technical and creative skills to make the things around us more usable and indeed useful. It is an integral part of game design and the creation of people-centred experiences in the digital world.

Module provider

Psychology

Module Leader

WONG Alan (Psychology)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 7

Module cap (Maximum number of students): N/A

Overall student workload

Workshop Hours: 4

Independent Learning Hours: 106

Lecture Hours: 14

Seminar Hours: 4

Guided Learning: 11

Captured Content: 11

Module Availability

Semester 2

Prerequisites / Co-requisites

N/A

Module content

What is interaction design

Requirement methods

Design methods

Prototyping

Evaluation methods

Design thinking

Dimensions of interaction

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Requirement and design report (Group) 65
Coursework Prototype (Group) 35

Alternative Assessment

Group report and prototype can be alternatively assessed by means of individual report and prototype.

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate their knowledge of key concepts in the field, to critically assess the design of interactive things, and to plan requirements, design and evaluation activities with respect to digital media systems.

 

Thus, the summative assessment for this module consists of:


  • Coursework (requirement and design report; addresses learning outcomes 1-5) An extended project to apply knowledge of planning and conducting a user requirements study and using the findings to generate a novel design. Students will work in pairs for this project to encourage the learning of collaborative work dynamics.

  • Coursework (prototype; addresses learning outcomes 1-5). Students will work in pairs to generate a video and poster envisionment of one concept from their coursework.



 

Formative assessment and feedback:


  • Students present their project findings for peer review and feedback prior to completion.

  • Each contact session involves practical exercises where results are shared with peers and the lecturer for feedback. In addition, workshops involve live generation and feedback on work. The student-led seminar sessions give students an opportunity to prepare a formal presentation of their work and receive feedback from peers and the lecturer.


Module aims

  • Introduce user-centred approaches to digital media experience design and innovation
  • Introduce two forms of design research; research for design and research through design
  • Identify and work at key stages in the design lifecycle

Learning outcomes

Attributes Developed
001 Describe the relevance of human computer interaction and interaction design for the creation of digital media art and theories and concepts of user experience K
002 Generate interactive system concepts and design environments independently and/or collaboratively in response to set briefs and/or as self-initiated activity C
003 Collect and analyse user requirement data, interactive behaviour and affective responses to inspire and refine design CP
004 Represent the design of a novel interactive artefact or system at different levels P
005 Work creatively and collaboratively with other members of a team T

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy is designed to include lectures paired with discussion and practical work to introduce and apply concepts in media and interaction design. Workshops and student-led seminars will facilitate students in their work on the user evaluation study and interactive design prototyping.

Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: PSYM156

Other information

The School of Psychology is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module contributes to the development of the following capabilities:

 

Employability: This module will help equip student with the skills and knowledge to critically analyze existing practice and create new ideas in interaction design. Transferrable skills in team work will also be developed via course work. Assignments can be readily used to demonstrate to potential employers what our graduates will be able to contribute.

 

Global and Cultural Capabilities: The module will help students develop knowledge and sensitivity towards the diverse needs of users from different background. Teaching materials will incorporate readings and examples from different parts of the world and people from different backgrounds. Group-based learning activities offers a chance for students to learn from each other, thus building such competencies as cross-cultural understanding and tolerance.

 

Digital Capabilities: This module will enhance and develop students’ capabilities in digital media analysis and human-computer interaction. Students will use SurreyLearn and a range of software that facilitates in-class group activities, meetings, and presentation.

  

Resourcefulness and Resilience: Students will use a range of sources to find solutions for real-life problems, which will help develop resourcefulness. Working in groups during class exercise and group work will help develop the habit and skills to learn from each other. Students will be encouraged to share their personal experiences and expertise to reflect on challenges faced by individuals in different contexts as well as ways to overcome them.

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Psychology in Game Design and Digital Innovation MSc 2 Compulsory A weighted aggregate mark of 50% is required to pass the module

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2024/5 academic year.