usability and interface design
DTC 478 Usability and Interface Design
NOTE: This webpage provides resources for this course. It is NOT the course syllabus and DOES NOT provide information about course assignments, requirements, or expectations. Please consult the course syllabus for these types of questions.
Course Description
DTC 478 Usability and Interface Design focuses on the overlay of design, content, users, and situation in order to promote efficient and effective utilization of desktop and mobile interfaces for various media devices. Interfaces are seen as portals between a variety of users in different of similar situations and collections of digital data or information. Students will conceptualize, critique, analyze, evaluate, and produce usable interfaces for various digital media devices.
Course Goals and Objectives
This course is integral to the overall vision for The Creative Media & Digital Culture Program and so is aligned with the CMDC Program Goals and Objectives. The specific CMDC program goals this course is intended to meet, as well as the objectives for each, are detailed below. Course assignments and activities reflect and assist students reaching these and other program goals.
Course Focus
Usability and interface design is the study of how we design, build, and then actually use digital interfaces. The desired outcome is the smooth and easy use of such interfaces, not a sense of hopeless frustration when they don't work as designed or desired. Oftentimes, we think of usability as being focused more on the design of a thing. Well-designed things are supposed to work better. But usability is also about assuring that what we build works as intended and in the situation in which it is utilized. So, the nature and extent of situation-centered design and usability built into interfaces, derived from understanding why someone will use an interface and for what purpose will be the focus of this course, and follows the "learn, think, build" focus of The CMDC Program.
Course Structure
This course is envisioned as a series of seminar discussions, collaborative workshops, individual and collaborative course projects, and presentations providing students an environment where they can work through a number of challenges, complete projects, and document their program learning. The following research questions will provide the course context, and its connection with the "learn, think, build" focus of The CMDC Program:
Course Texts/Readings
Course Resources

Usability

Activity-Centered Design
Conceptual Design

Information Design

Information Architecture

Navigation

Search (as a start to navigation)

Accessibility
Mockups, Wireframes, and Prototypes (Page Layout and Envisioning Design)
Production
Writing for the screen

Typography

Visual Display of Information

Coding

Color

Color Blindness

Launch
Testing / Verification / Debugging

Testing Resources for Websites
Mobile Devices

A key concept is that we are designing NOT for the device or application, but rather for the USER. The user is "mobile," not the device. Mobility is more than just wireless, it suggests an entirely new user experience. Comprehending this experience of consuming, manipulating, and reporting data, and the context in which this experience occurs is central to successfully designing an experience for a mobile user.

Just as important is the defining of "design" as a medium through which communication is conveyed and response is sought. In this sense, design cannot exist without a medium (the mobile telephone), and it is different from art in that design is meant to be functional, to be used for specific purposes, to foster specific communications, or elicit specific responses.

As a result, "mobile design" means the discipline of communicating within an environment of mobility. So, design promotes usability through a deeper understanding of a mobile strategy—context ("Jane Smith is on the go"), user experience ("Jane typically consumes and sends content using only one hand", and focus (How can we serve Jane's needs on the go, while requiring minimal dexterity?"). It's the contextual user task(s) that determine the content, architecture, and user experience of a mobile site, not the existing website.

Design for Mobile Phones

Mobile Application Prototyping

Mobile Application Development Tools
Coding: General

Apple iPhone app development

Consistency

Emulators

Validation: Testing and debugging for mobile phones