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Advanced UX and UI Technologies (5 cr)

Code: 5051238-3002

General information


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
  • PTIVIS19P
    Game 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