Interaction Design - DESG5001

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2022 to 2023
Canterbury
Autumn Term 5 30 (15) Kate McLean checkmark-circle

Overview

How we play and interact with design is paramount to understanding user experience and engagement whether on mobile phones or in virtual environments. All designers must be comfortable in their ability to explore notion of play and interaction; in this module students will learn how to critically analyse users' needs and define user experience through systematic research principles. They will also design and make final outcomes using play and interaction methods. Underpinning the practical work, we will consider how digital media and interaction design plays within our lives, exploring how people use and respond to emerging technology and media.
Students will emerge equipped with adaptable practical and theoretical skills to allow them to design for current and future trends, whether creating for screen-based media or interactive experiences. You will gain experience in the use of computer-based authoring tools to design for audio, video, 2D and 3D experiences to design interactive interventions.

Details

Contact hours

Contact Hours: 48
Private Study: 252
Total: 300

Method of assessment

Main assessment methods
100% Portfolio

Reassessment methods
Like-for-like

Indicative reading

The University is committed to ensuring that core reading materials are in accessible electronic format in line with the Kent Inclusive Practices.
The most up to date reading list for each module can be found on the university's reading list pages: https://kent.rl.talis.com/index.html

Learning outcomes

The intended subject specific learning outcomes.
On successfully completing the module students will be able to:

1. Identify and explain the role and function of interaction design
2. Apply theoretical and practical approaches to design problems
3. Critically analyse interaction design and its developments from different perspectives; the designer, user, client and participant or audience
4. Explain the practical and design implications and considerations related to the use of multimedia technology in experiential, experimental and corporate applications
5. Design, create and present informed projects by selecting relevant information, materials and multimedia communication strategies and interactive elements
6. Analyse the creative potential afforded by the use of digital technologies in communication.

The intended generic learning outcomes.
On successfully completing the module students will be able to:

1. Design and communicate in a range of media effective and engaging creative outcomes within deadlines
2. Demonstrate a reasonable understanding of digital hardware and software and their application to the Creative Industries
3. Demonstrate research and analytical skills in practical projects and client presentations

Notes

  1. Credit level 5. Intermediate level module usually taken in Stage 2 of an undergraduate degree.
  2. ECTS credits are recognised throughout the EU and allow you to transfer credit easily from one university to another.
  3. The named convenor is the convenor for the current academic session.
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