Advanced UX and UI TechnologiesLaajuus (5 cr)
Code: 5051238
Credits
5 op
Objective
After completing the course, the student will be able to:
- Understand agile utilization of interactive technologies, known from the entertainment industry, in different field of operation
- Understand the values of an attractive user interface design and positive user experience when using interactive technologies – such as virtual reality headsets, augmented reality devices and similar
- Critically evaluate and correct UX designs to suit the needs of target users
- Integrate sound UX principals into the application development for various interactive technologies
- Make use of the latest standards and tools for evaluating interactive technology UIs
- Develop appealing user interfaces (UI) for specific interactive technology applications
- Apply subjective analysis techniques for immersive sound validation
Content
- User interface design standards from latest academic literature
- User experience design standards from latest academic literature
- Principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications
- UI development tools and evaluation metrics
- UX measurement approaches and methods
- Room acoustics, sound source identification and hearing
Enrollment
04.12.2024 - 13.01.2025
Timing
13.01.2025 - 30.04.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Engineering and Business
Campus
Kupittaa Campus
Teaching languages
- English
Seats
0 - 50
Degree programmes
- Degree Programme in Information and Communication Technology
- Degree Programme in Information and Communications Technology
Teachers
- Víctor Blanco Bataller
- Taisto Suominen
Groups
-
PTIVIS22PGame and Interactive Technologies
Objective
After completing the course, the student will be able to:
- Understand agile utilization of interactive technologies, known from the entertainment industry, in different field of operation
- Understand the values of an attractive user interface design and positive user experience when using interactive technologies – such as virtual reality headsets, augmented reality devices and similar
- Critically evaluate and correct UX designs to suit the needs of target users
- Integrate sound UX principals into the application development for various interactive technologies
- Make use of the latest standards and tools for evaluating interactive technology UIs
- Develop appealing user interfaces (UI) for specific interactive technology applications
- Apply subjective analysis techniques for immersive sound validation
Content
- User interface design standards from latest academic literature
- User experience design standards from latest academic literature
- Principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications
- UI development tools and evaluation metrics
- UX measurement approaches and methods
- Room acoustics, sound source identification and hearing
Materials
Unity Create with VR online material and material by TUAS. All necessary documentation and other material toward the successful completion of the Advanced UX and UI course will be shared with students throughout the course via Itslearning
Teaching methods
The course will be delivered through practical Game Lab work. Peer-assisted learning is required throughout the course.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Teams page based on an active course registration in the Peppi system.
Mandatory participation for 70% of the close contact and laboratory sessions due to practical nature of the course and the need of XR-equipment and support.
Exam schedules
There are no exams for this course.
This course does not have any retake possibilities. Failing the course means that students will have to repeat it the following year.
International connections
This course leans on CDIO principles and takes a project-based learning approach.
Completion alternatives
Competence demonstration, if you have experience from industry or experience that is compatible with the course content contact the lecturer.
Student workload
This course requires students to work 135 hours and is divided as follows:
-Instructed sessions 36h
-Partly supervised laboratory work: 48 h
-Homework: 61 h
Course has individual work and 1 group assignments.
Group assignment:
- Instructor will introduce the topic, present the learning material and define the assignment deliverable;
- Student groups will be required to conduct independent preliminary research on the assignment topic;
- Student groups must familiarize themselves with the assignment technology.
- Student groups must conduct the work to complete the assignment deliverable.
- Assignment submissions will be demo presentation for 15 minute of the group’s assignment deliverable.
Content scheduling
1st Session
Course, Technology and assignment introductions.
Individual assignments
2nd Session
Students starts working with Unity Create With VR Material
5th Session
Student groups are formed and they start working with Mixed Reality Workshop
7h or 8th Session
Student groups starts working with XR-Project and complete assignment’s instructions
12th Session
Student groups present their XR-projects and course ends.
Further information
The practical elements of the course will be supported with the assistance of FIT-research group engineer who will also act as industry expert for evaluating group performance in the assignments.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Itslearning based on an active course registration in the Peppi system.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Evaluation scale
H-5
Assessment methods and criteria
Mandatory participation for 70% of the close contact and laboratory sessions.
The course consists of 1 group assignments.
- Group Assignment : Create an XR-project based on the instructions
The class will be divided into groups of 4-5 students each. - Each group will complete the assignment.
Student groups must submit all individual assignments and 1 group assignment to be eligible to pass the course - failure to submit an assignment will cause the entire group to fail the course. The group work will be assessed as peer evaluation.
The course is evaluated as follows:
- Individual assignment: Lecturer overall impression of assignment (H-5).
GROUP grade:
- Industry expert evaluation of each assignment (H-5);
- Lecturer overall impression of each assignment (H-5).
- Peer evaluation after each assignment (H-5).
The average of these gives a group grade for each student.
INDIVIDUAL student per group grade
Each student will also be measured on their contribution for the entire course. That is, at the end of the course each student in every group will be given the opportunity to conduct a self- and peer-evaluation of their individual team member performance and contribution for all 3 assignments. From this evaluation, each student will have a:
- Self assessment of the contribution made;
- Group member evaluation of the contribution made;
The average of these gives an individual grade for each student.
The final course grade for each student is calculated by:
(GROUP grade x 0,5) + (INDIVIDUAL grade x 0,5)
Based on peer feedback and course presenter observations, the lecturers may use their discretion to fail or lower the grade of individual students.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Assessment criteria, fail (0)
Failure to submit individual assignment or the group assignment will cause the entire group to fail the course.
Individual non-participation as determined by the peer-evaluation will also lead to failing the course.
Failure to participate for 70% of the close contact and laboratory sessions.
Assessment criteria, satisfactory (1-2)
- Deliverable contains a few of the features outlined in the assignment
- Did not adequately apply preliminary research to complete the assignment
- Deliverable is incoherent or does not work
Assessment criteria, good (3-4)
- Deliverable contains most of the features outlined in the assignment
- Adequately applied preliminary research to complete the assignment, but lacking creativity
- Deliverable is coherent and functions as required by the assignment
Assessment criteria, excellent (5)
- Deliverable contains all the features outlined in the assignment
- Creatively applied preliminary research to complete the assignment
- Deliverable is coherent and exceeds the assignment requirements
Enrollment
02.12.2023 - 14.01.2024
Timing
08.01.2024 - 25.02.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Engineering and Business
Campus
Kupittaa Campus
Teaching languages
- English
Seats
20 - 60
Degree programmes
- Degree Programme in Information and Communication Technology
- Degree Programme in Information and Communications Technology
Teachers
- Víctor Blanco Bataller
- Taisto Suominen
Teacher in charge
Taisto Suominen
Groups
-
ICTMODgameSem
-
PTIVIS21PGame and Interactive Technologies
Objective
After completing the course, the student will be able to:
- Understand agile utilization of interactive technologies, known from the entertainment industry, in different field of operation
- Understand the values of an attractive user interface design and positive user experience when using interactive technologies – such as virtual reality headsets, augmented reality devices and similar
- Critically evaluate and correct UX designs to suit the needs of target users
- Integrate sound UX principals into the application development for various interactive technologies
- Make use of the latest standards and tools for evaluating interactive technology UIs
- Develop appealing user interfaces (UI) for specific interactive technology applications
- Apply subjective analysis techniques for immersive sound validation
Content
- User interface design standards from latest academic literature
- User experience design standards from latest academic literature
- Principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications
- UI development tools and evaluation metrics
- UX measurement approaches and methods
- Room acoustics, sound source identification and hearing
Materials
Unity Create with VR online material AR Workshop material by TUAS. All necessary documentation and other material toward the successful completion of the Advanced UX and UI course will be shared with students throughout the course via Itslearning
Teaching methods
The course will be delivered through practical Game Lab work. Peer-assisted learning is required throughout the course.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Teams page based on an active course registration in the Peppi system.
Mandatory participation for 70% of the close contact and laboratory sessions.
Exam schedules
There are no exams for this course.
This course does not have any retake possibilities. Failing the course means that students will have to repeat it the following year.
International connections
This course leans on CDIO principles and takes a project-based learning approach.
Completion alternatives
Competence demonstration, if you have experience from industry or experience that is compatible with the course content contact the lecturer.
Student workload
This course requires students to work 135 hours and is divided as follows:
-First lecture and individual assignment 6h
-Assisted laboratory work: 119 hours
-Homework: 10h
Course has individual work and 2 group assignments.
Each group assignment:
- We will introduce the topic, present the learning material and define the assignment deliverable;
- Student groups will be required to conduct independent preliminary research on the assignment topic;
- Student groups must familiarize themselves with the assignment technology.
- Student groups must conduct the work to complete the assignment deliverable.
All assignment submissions will be demo presentation for 15 minute of the group’s assignment deliverable.
Content scheduling
1st Session
Course, Technology and assignment introductions.
Individual assignments
2nd Session
Students starts working with Unity Create With VR Material
8th Session
Student groups starts working with VR-projects and complete assignment’s instructions.
13th Session
Student groups present their VR-projects and AR Workshop
15th Session
Student groups starts working with AR-projects and complete assignment’s instructions.
18th Session
Student groups present their AR-projects and course ends.
Further information
The practical elements of the course will be supported with the assistance of FIT-research group engineer who will also act as industry expert for evaluating group performance in the assignments.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Itslearning based on an active course registration in the Peppi system.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Evaluation scale
H-5
Assessment methods and criteria
Mandatory participation for 70% of the close contact and laboratory sessions.
The course consists of 2 group assignments.
- Assignment 1: Create a VR project based on the instructions
- Assignment 2: Create an AR enhanced application
The class will be divided into groups of 4 students each. - Each group will complete both assignments.
Student groups must submit all individual assignments and 2 group assignments to be eligible to pass the course - failure to submit an assignment will cause the entire group to fail the course. The group work will be assessed as peer evaluation.
The course is evaluated as follows:
- Individual assignment: Lecturer overall impression of assignment (H-5).
GROUP grade:
- Industry expert evaluation of each assignment (H-5);
- Lecturer overall impression of each assignment (H-5).
- Peer evaluation after each assignment (H-5).
The average of these gives a group grade for each student.
INDIVIDUAL student per group grade
Each student will also be measured on their contribution for the entire course. That is, at the end of the course each student in every group will be given the opportunity to conduct a self- and peer-evaluation of their individual team member performance and contribution for all 3 assignments. From this evaluation, each student will have a:
- Self assessment of the contribution made;
- Group member evaluation of the contribution made;
The average of these gives an individual grade for each student.
The final course grade for each student is calculated by:
(GROUP grade x 0,5) + (INDIVIDUAL grade x 0,5)
Based on peer feedback and course presenter observations, the lecturers may use their discretion to fail or lower the grade of individual students.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Assessment criteria, fail (0)
Failure to submit individual assignment or any of the 2 group assignments will cause the entire group to fail the course.
Individual non-participation as determined by the peer-evaluation will also lead to failing the course.
Failure to participate for 70% of the close contact and laboratory sessions.
Assessment criteria, satisfactory (1-2)
- Deliverable contains a few of the features outlined in the assignment
- Did not adequately apply preliminary research to complete the assignment
- Deliverable is incoherent or does not work
Assessment criteria, good (3-4)
- Deliverable contains most of the features outlined in the assignment
- Adequately applied preliminary research to complete the assignment, but lacking creativity
- Deliverable is coherent and functions as required by the assignment
Assessment criteria, excellent (5)
- Deliverable contains all the features outlined in the assignment
- Creatively applied preliminary research to complete the assignment
- Deliverable is coherent and exceeds the assignment requirements
Enrollment
02.12.2022 - 15.01.2023
Timing
09.01.2023 - 26.02.2023
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Engineering and Business
Campus
Kupittaa Campus
Teaching languages
- English
Degree programmes
- Degree Programme in Information and Communication Technology
- Degree Programme in Information and Communications Technology
Teachers
- Víctor Blanco Bataller
- Taisto Suominen
Teacher in charge
Werner Ravyse
Groups
-
ICTMODgameSem
-
PTIVIS20PGame and Interactive Technologies
Objective
After completing the course, the student will be able to:
- Understand agile utilization of interactive technologies, known from the entertainment industry, in different field of operation
- Understand the values of an attractive user interface design and positive user experience when using interactive technologies – such as virtual reality headsets, augmented reality devices and similar
- Critically evaluate and correct UX designs to suit the needs of target users
- Integrate sound UX principals into the application development for various interactive technologies
- Make use of the latest standards and tools for evaluating interactive technology UIs
- Develop appealing user interfaces (UI) for specific interactive technology applications
- Apply subjective analysis techniques for immersive sound validation
Content
- User interface design standards from latest academic literature
- User experience design standards from latest academic literature
- Principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications
- UI development tools and evaluation metrics
- UX measurement approaches and methods
- Room acoustics, sound source identification and hearing
Materials
Unity Create with VR and Create with AR online material. All necessary documentation and other material toward the successful completion of the Advanced UX and UI course will be shared with students throughout the course via Itslearning
Teaching methods
The course will be delivered through practical Game Lab work. Peer-assisted learning is required throughout the course.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Teams page based on an active course registration in the Peppi system.
Exam schedules
There are no exams for this course.
This course does not have any retake possibilities. Failing the course means that students will have to repeat it the following year.
International connections
This course leans on CDIO principles and takes a project-based learning approach.
Student workload
This course requires students to work 135 hours and is divided as follows:
-First lecture and individual assignment 6h
-Assisted laboratory work: 119 hours
-Homework: 10h
Course has individual work and 2 group assignments.
Each group assignment:
- We will introduce the topic, present the learning material and define the assignment deliverable;
- Student groups will be required to conduct independent preliminary research on the assignment topic;
- Student groups must familiarize themselves with the assignment technology.
- Student groups must conduct the work to complete the assignment deliverable.
All assignment submissions will be demo presentation for 15 minute of the group’s assignment deliverable.
Content scheduling
1st Session
Course, Technology and assignment introductions.
Individual assignments
2nd Session
Students starts working with Unity Create With VR Material
8th Session
Student groups starts working with VR-projects and complete assignment’s instructions.
13th Session
Student groups present their VR-projects and starts working with Unity Create With AR Material
15th Session
Student groups starts working with AR-projects and complete assignment’s instructions.
18th Session
Student groups present their AR-projects and course ends.
Further information
The practical elements of the course will be supported with the assistance of FIT-research group engineer who will also act as industry expert for evaluating group performance in the assignments.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Itslearning based on an active course registration in the Peppi system.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Evaluation scale
H-5
Assessment methods and criteria
The course consists of 2 group assignments.
- Assignment 1: Create a VR project based on the instructions
- Assignment 2: Create an AR enhanced instruction manual for machinery
The class will be divided into groups of 4 students each. - Each group will complete both assignments.
Student groups must submit all individual assignments and 2 group assignments to be eligible to pass the course - failure to submit an assignment will cause the entire group to fail the course. The group work will be assessed as peer evaluation.
The course is evaluated as follows:
- Individual assignment: Lecturer overall impression of assignment (H-5).
GROUP grade:
- Industry expert evaluation of each assignment (H-5);
- Lecturer overall impression of each assignment (H-5).
- Peer evaluation after each assignment (H-5).
The average of these gives a group grade for each student.
INDIVIDUAL student per group grade
Each student will also be measured on their contribution for the entire course. That is, at the end of the course each student in every group will be given the opportunity to conduct a self- and peer-evaluation of their individual team member performance and contribution for all 3 assignments. From this evaluation, each student will have a:
- Self assessment of the contribution made;
- Group member evaluation of the contribution made;
The average of these gives an individual grade for each student.
The final course grade for each student is calculated by:
(GROUP grade x 0,5) + (INDIVIDUAL grade x 0,5)
Based on peer feedback and course presenter observations, the lecturers may use their discretion to fail or lower the grade of individual students.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Assessment criteria, fail (0)
Failure to submit individual assignment or any of the 2 group assignments will cause the entire group to fail the course.
Individual non-participation as determined by the peer-evaluation will also lead to failing the course.
Assessment criteria, satisfactory (1-2)
- Deliverable contains a few of the features outlined in the assignment
- Did not adequately apply preliminary research to complete the assignment
- Deliverable is incoherent or does not work
Assessment criteria, good (3-4)
- Deliverable contains most of the features outlined in the assignment
- Adequately applied preliminary research to complete the assignment, but lacking creativity
- Deliverable is coherent and functions as required by the assignment
Assessment criteria, excellent (5)
- Deliverable contains all the features outlined in the assignment
- Creatively applied preliminary research to complete the assignment
- Deliverable is coherent and exceeds the assignment requirements
Enrollment
02.12.2021 - 20.01.2022
Timing
10.01.2022 - 28.02.2022
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Engineering and Business
Teaching languages
- English
Seats
0 - 60
Degree programmes
- Degree Programme in Information and Communication Technology
- Degree Programme in Information and Communications Technology
Teachers
- Werner Ravyse
- Taisto Suominen
Teacher in charge
Werner Ravyse
Groups
-
ICTMODgameSem
-
PTIVIS19PGame and Interactive Technologies
Objective
After completing the course, the student will be able to:
- Understand agile utilization of interactive technologies, known from the entertainment industry, in different field of operation
- Understand the values of an attractive user interface design and positive user experience when using interactive technologies – such as virtual reality headsets, augmented reality devices and similar
- Critically evaluate and correct UX designs to suit the needs of target users
- Integrate sound UX principals into the application development for various interactive technologies
- Make use of the latest standards and tools for evaluating interactive technology UIs
- Develop appealing user interfaces (UI) for specific interactive technology applications
- Apply subjective analysis techniques for immersive sound validation
Content
- User interface design standards from latest academic literature
- User experience design standards from latest academic literature
- Principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications
- UI development tools and evaluation metrics
- UX measurement approaches and methods
- Room acoustics, sound source identification and hearing
Materials
Due to the practical nature of this course, there is no prescribed learning material. All necessary documentation and other material toward the successful completion of the Advanced UX and UI course will be shared with students throughout the course via Itslearning
Teaching methods
The course will be delivered through a hybrid teaching model comprising online tuition and practical Game Lab work. Peer-assisted learning is required throughout the course.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Teams page based on an active course registration in the Peppi system.
Online tuition will be conducted with Zoom (we will share the link on the introductory Teams page).
Exam schedules
There are no exams for this course.
This course does not have any retake possibilities. Failing the course means that students will have to repeat it the following year.
International connections
This course leans on CDIO principles and takes a project-based learning approach.
Student workload
This course requires students to work 135 hours and is divided as follows:
- Tuition and other contact: 42 hours
- Assignment and laboratory work: 93 hours
Course has individual work in the first week after which 3 group assignments.
Each group assignment will span four working days.
- We will introduce the topic, present the learning material and define the assignment deliverable;
- Student groups will be required to conduct independent preliminary research on the assignment topic;
- Student groups must familiarize themselves with the assignment technology.
- Student groups must conduct the work to complete the assignment deliverable.
All assignment submissions will be in the form of a 5-10 minute narrated video of the group’s assignment deliverable.
Below is an example implementation schedule (this may vary depending on the number of student groups)
First cycle of Group Work:
Student groups 1 to 4 work on assignment 1
Student groups 5 to 8 work on assignment 2
Student groups 9 to 12 work on assignment 3
Presentations and feedback for the assignment. Testing of other group's deliverable and peer evaluation
Second cycle of Group Work:
Student groups 1 to 4 work on assignment 2
Student groups 5 to 8 work on assignment 3
Student groups 9 to 12 work on assignment 1
Presentations and feedback for the assignment. Testing of other group's deliverable and peer evaluation
Third cycle of Group Work:
Student groups 1 to 4 work on assignment 3
Student groups 5 to 8 work on assignment 1
Student groups 9 to 12 work on assignment 2
Presentations and feedback for the assignment. Testing of other group's deliverable and peer evaluation
Content scheduling
Week 2:
Course, Technology and assignment introductions and student grouping
Individual assignments
Week 3 to 7:
Student groups rotate between 3 assignments and complete each assignment’s instructions.
Further information
The practical elements of the course will be presented with the assistance of FIT-research group engineers who will also act as industry experts for evaluating group performance in the assignments.
The course material, assignments and direct instructions will be shared through Itslearning. Students will be granted access to the Itslearning based on an active course registration in the Peppi system.
The online tuition will be conducted with Zoom (we will share the link on the introductory Itslearning page).
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Evaluation scale
H-5
Assessment methods and criteria
The course consists of 3 group assignments.
- Assignment 1: Create a VR tutorial for an existing project
- Assignment 2: Create a game that involves hand-tracking in VR
- Assignment 3: Create an AR enhanced instruction manual for machinery
The class will be divided into groups of 4 students each. The groups will rotate and spend 4 working days on each assignment - Each group will complete all 3 assignments.
Student groups must submit all individual assignments and 3 group assignments to be eligible to pass the course - failure to submit an assignment will cause the entire group to fail the course. The group work will be assessed as peer evaluation.
The course is evaluated as follows:
- Individual assignments: Lecturer overall impression of each assignment (H-5).
GROUP grade:
- Industry expert evaluation of each assignment (H-5);
- Lecturer overall impression of each assignment (H-5).
- Peer evaluation after each assignment (H-5).
The average of these gives a group grade for each student.
INDIVIDUAL student per group grade
Each student will also be measured on their contribution for the entire course. That is, at the end of the course each student in every group will be given the opportunity to conduct a self- and peer-evaluation of their individual team member performance and contribution for all 3 assignments. From this evaluation, each student will have a:
- Self assessment of the contribution made;
- Group member evaluation of the contribution made;
The average of these gives an individual grade for each student.
The final course grade for each student is calculated by:
(GROUP grade x 0,5) + (INDIVIDUAL grade x 0,5)
Based on peer feedback and course presenter observations, the lecturers may use their discretion to fail or lower the grade of individual students.
Passing this course is a prerequisite for continuing with Serious Game Project Course and 4th-year studies – no exceptions will be made.
Assessment criteria, fail (0)
Failure to submit individual assignments or any of the 3 assignments will cause the entire group to fail the course.
Individual non-participation as determined by the peer-evaluation will also lead to failing the course.
Assessment criteria, satisfactory (1-2)
- Deliverable contains a few of the features outlined in the assignment
- Did not adequately apply preliminary research to complete the assignment
- Deliverable is incoherent or does not work
Assessment criteria, good (3-4)
- Deliverable contains most of the features outlined in the assignment
- Adequately applied preliminary research to complete the assignment, but lacking creativity
- Deliverable is coherent and functions as required by the assignment
Assessment criteria, excellent (5)
- Deliverable contains all the features outlined in the assignment
- Creatively applied preliminary research to complete the assignment
- Deliverable is coherent and exceeds the assignment requirements