Sample Syllabi Guides
The sample syllabi guides provide examples of how UCD principles span and support diverse
concepts and fields of study such as: traditional user-centered design, user experience research,
User-Centered Design
Course Introduction
UCD represents an alternative framework to the waterfall approach that for so many years
has dominated hardware and software development, if not also other types of design
projects. It does not make the user a designer, but rather, makes the designer attentive to the
Outcomes
oDetermine the users of a particular product in existence or that will be built as a
solution in a particular use context
oDetermine the features of a product so that it is an effective, satisfying, usable tool for
its intended users
oDetermine the overall context of the use of the product, to include marketplace
Assignments
UCD Product Proposal (10%)
The bulk of your work this semester will be preoccupied with the development, and iterative
testing, of a design prototype you create and refine. Obviously, you will include user
feedback into the design, since this is a UCD course. You will:
build a prototype of the product and then through user interaction redesign that
prototype on two successive occasions, gathering feedback from users interacting at
each iterative stage
The Product
Anything that people use. It need not be tangible in a physical sense, or even a digital sense
for that matter. By all means, build hardware, electronics, or any physical thing that people
use if you want to do that, or build out a web interface, an application, software, game, etc.
if that suits your fancy. But you can also design processes, algorithms, and so on. Anything
that people, the people that are your targeted audience, have to use.
Proposal Requirements
Your proposal should include:
Project overview
oWhat is the product
oWho you think the users are and why you know
oDiscuss the requirements of the product, what you think has to go into the
design to make it successful
RABBITT Plan (20%)
Before you create a prototype for users to test, you need to gather data about the users and
about the situation(s) of use. From there, you need to filter user needs and wants based upon
client, market, and other considerations, providing you at the end of this process a clear
understanding of what will go into your 1.0 prototype for testing.
Requirements
The RABBITT plan should include:
Introduction to your product with summary of your findings and intended path forward
User Data and Profile/Persona
Select and implement three different methods, from different categories, that allow
you to gather sufficient data about your product’s intended users. Triangulation is key.
Situation Analysis
Complete in detail, with supporting evidence, the Assess the Situation Checklist in
Chapter 5 of Fundamentals of User-Centered Design
Balancing Needs
Explain how you filtered, what methods you used, what things you considered and
why, to determine the final set of features for your 1.0 prototype
List out the final set of features
Building an Operative Image
Show me your first operative image of your prototype
What kind of prototype is it? Why that kind first?
Testing and reporting plans
How do you intend to test your first prototype and then others? (How are you going to
Prototypes, Testing, Reports – 3 iterations (50%)
Overall, you will create three different prototypes, testing each one and then compiling a
report that details what you learned from testing.
Verbal
Observational, and
Performative feedback
+10% participation
User Experience Research
Course Introduction
This course aims for a balance between user experience (UX) theory and practical research
implementation. This course aims for two distinct modes. The first involves the concepts of UX,
Outcomes
oConstruct rigorous and valid UX research
oUnderstand a variety of approaches to researching user experiences
oAnalyze UX data in appropriate ways
Assignments
User Journey Map (15%)
You will create a detailed user journey map. A journey map is a visual or graphic
interpretation of the overall story from an individual’s perspective of their relationship with an
Paper Prototype Development and Testing (15%)
You will create a low fidelity prototype. You will then test this interface using a selection of
different UX evaluation methods.
version of it. A paper prototype allows you to do just that. And it doesn’t really have to be
paper, although often it is. Paper really means low fidelity, because research indicates that if
people see the fidelity as less refined, they are more apt to work with the product/process in
question, provide feedback, critique, etc. A paper or low fidelity prototype also allows you to
Assignment Requirements
You are to create a paper prototype of a product/process (certainly I encourage you if you
wish to use the same subject matter, i.e. users and product, for all of your assignments).
Remember, you want to test out a hypothesis, try out a new design or re-design but the
ultimate deliverable is to use paper prototyping to capture the complete user experience
you then can report.
Deliverables
Paper prototype with necessary testing materials
User Profile
Helpful Tips
1. Gather materials: This could mean any of the following, depending on what you mean by
paper or low fidelity:
2. Determine the purpose of the paper prototype test: You may want users to tell you
everything, and so you start with literally blank paper. It could be that you already have a
pre-existing template in mind, so you print that off and require users to react to it. Whatever
you decide to do, you need to have a purpose for the test.
In fact, create a scenario. Develop a script that includes a story line that puts the user in the
3. Gather the right data: For the paper prototype, recording task times or pretend mouse
clicks is pretty much worthless. What you can do by requiring think aloud, asking questions,
and taking notes on things that are said or done, is a solid content analysis after the fact.
If you can‘t find perfect users, have people role play. Yes, it would be better to have
representative users, but let’s say you’re working on something secretive or something you
want to keep in-house. You don’t want to open it up outside the organization, at least until
you have a more developed prototype in the works. Don’t skip this stage of testing, but
instead of bringing in real users, consider having some of your internal folks pretend to be
users.
Site Visit Report with User Profile Creation (15%)
You will conduct a site visit on a subject of your own choosing and write a report that
highlights environment, tasks, and other relevant information about this worksite, leading
ultimately to the creation of a representative user profile.
Options:
Shadow a user for the day (where the user goes, you go)
Question users while they perform their tasks (called active intervention, it works well
when users are heavily engaged and so can’t think aloud where you ask questions
like, “What’s next?” and “Why did you do that?” These questions create open-ended
explanations)
Site Visit Preparation:
Get permission because you have to go on site—let them know about how long it will
take, what you need to watch, what you need them to do. Be prepared for problems
even after clearing all this, either with a change of plans, too much noise, too little
room, etc.
Decide what method you’ll use for carrying it out (as described above)—it’s okay to
Know what you want to gain/report back on for your discovery.
User Analysis—learn everything you can about what the user does, thinks, says, and
also gather demographic details
Task Analysis—document every task and sub-task performed
Environment Analysis—take note of everything, such as noise levels, light, size of area,
objects in area, resources used for support, interruptions that occur. It wouldn’t hurt to
UX Evaluation, Analysis, and Reporting (50%)
You will conduct and complete a UX research project, including the design, research,
research findings, highlights tape, and oral presentation for your client. (Project Proposal, Test,
Plan & Implementation 20%, Report Presentation 20%, Final Paper 10%)
Deliverables:
Conduct a comprehensive user profile (user matrix) and from that select a single user
group (should there be more than one you have the option of testing a mixed sample
but the requirements for n=user population may increase accordingly)
Conduct a task analysis as well as other due diligence methodologies, such as site
visits, surveys, etc., to gather necessary information to proceed to test planning
+5% participation
Usability Testing
Course Introduction
This course balances the theory of usability testing with the practice of actually conducting
usability tests. It aims for two distinct modes. The first involves the concepts of usability testing,
and will require that you do the assigned readings and participate fully in class discussion.
Outcomes
oConstruct rigorous and valid usability test plans
oUnderstand a variety of approaches to researching user experiences
oAnalyze usability test data in appropriate ways
Assignments
Site Visit Report (20%)
You will conduct a site visit on a subject of your own choosing and write a report that
highlights environment, tasks, and other relevant information about this worksite. Barnum
(2011) writes that to learn about users, “you must first observe users, then talk to them, and
Options:
Shadow a user for the day (where the user goes, you go)
Question users while they perform their tasks (called active intervention, it works well
when users are heavily engaged and so can’t think aloud where you ask questions
like, “What’s next?” and “Why did you do that?” These questions create open-ended
Cued or retrospective recall
Site Visit Preparation:
Get permission because you have to go on site—let them know about how long it will
take, what you need to watch, what you need them to do. Be prepared for problems
even after clearing all this, either with a change of plans, too much noise, too little
Know what you want to gain/report back on for your discovery.
User Analysis—learn everything you can about what the user does, thinks, says, and
also gather demographic details
Task Analysis—document every task and sub-task performed
Environment Analysis—take note of everything, such as noise levels, light, size of area,
objects in area, resources used for support, interruptions that occur. It wouldn’t hurt to
bring back artifacts of this and other things the user relies upon or uses (take photos of
these if necessary)
Usability Team Project (50%)
Your group will conduct and complete a usability testing project, including the design,
research, research findings, highlights tape, and oral presentation for your client. Groups will
consist of no more than 3 people. (Project Proposal 5%, Test Plan, Implementation 20%, Client
Briefing & Report 20%)
Conduct a comprehensive user profile (user matrix) and from that select a single user
group (should there be more than one you have the option of testing a mixed sample
but the requirements for n=user population may increase accordingly)
Conduct a task analysis as well as other due diligence methodologies, such as site
visits, surveys, etc., to gather necessary information to proceed to test planning
Final paper (20%)
Write a short paper on a focused topic related to the work you did this semester. 1,500 words
should be the maximum. Previous topics have looked at specific techniques for testing, at
particular experiences during testing reflective of problems discovered and addressed, or
which focused on new things learned about methods, concepts, etc. as they relate to UX
evaluation.
+10% participation
Information Design
Course Introduction
Information design focuses on the creation, revision, and delivery of documents designed to
be readable, usable, and rhetorically appropriate for a target audience. This class will
explore principles of document design, UCD, visual rhetoric, and visual communication to
course, students will produce a user-focused project for a client demonstrating their expertise
in user-centered document design.
Outcomes
oUse design and visual communication principles to create usable and rhetorically
appropriate communication deliverables.
Assignments
Letter of Interest and Business Cards (10%)
Letters of interest are similar to cover letters, but they are specifically requested by recruiters
and hiring managers to gauge an applicant’s interest in a particular position. Letters of
Letter Conventions
Letters have certain elements in common. These include:
the writer’s address
date
an inside address
Design
With the exception of full block style, all stylistic choices are up to you. You should include a
letterhead, choose design elements such as color and typography for the body of the letter,
and insert a signature. How you design your letter should be determined based on your
understanding of its rhetorical situation.
Introductory Paragraph
Identify your purpose for writing the letter, the position you are interested in and why, and
forecast the rest of the letter.
Body Paragraphs (1 or 2)
Explain why you are qualified and ideally suited for the position. Give examples of your
Conclusion Paragraph
Thank the audience for reading your letter. Suggest a scheduled meeting time to discuss your
qualifications for the position further. Provide contact information (email and phone number)
should the reader have questions.
Business Cards
Business cards, at minimum, should include:
a logo/design
your name
Site Visit & User Research Report (10%)
A site visit is a form of contextual inquiry where a researcher goes into a user’s environment
and observes them completing a given task or tasks within their existing environment. You
collect information on how the user performs tasks, the efficiency of their current process, the
tools they use to complete the tasks, their attitudes about completing tasks, and
environmental restraints (or possibilities) for completing tasks (see chapter 8 for site visit
functions, research methods, format, and a site visit example).
than basic Word functions—impress me, your client, and your classmates.
Design/Redesign Project Proposal (10%)
You have talked to clients and observed users performing tasks using the clients’ products.
Now, it is time for your design team to combine what they have learned about users,
Prototype Design & Test Report (5%)
A paper prototype is an initial low-fidelity concept of your design. This assignment requires
three parts:
1. Design a prototype and usability test plan (with test script)
Paper Prototype
How you design your prototype test should be determined by your current goals. Do you
want users to interact with a complete prototype you designed? Or, do you need input
about the design before you can proceed with building your product? Design your test
around your goals.
Test Plan and Script
User Test
You need to test five representative users for this round of testing. Make sure you are testing
more than one type of representative user—you want to get as much feedback as possible.
Short Usability Report
This report should only be a few pages long (3-4) and follow a traditional report format.
Specifically, you should cover the following elements:
The purpose for the test and the test’s goals
The methods used to perform testing
Beta Design and Test Report (5%)
A beta design is a higher-fidelity, nearly completed design. This assignment requires three
parts:
1. Design a functional beta design of your project and usability test plan (with test script)
Beta Design
A beta design is one that is close to the final version, but only is released to early adopters. In
Test Plan and Script
See the textbook for information on writing a test plan and script. This test plan and script
User Test
You need to test five representative users for this round of testing. Make sure you are testing
more than one type of representative user—you want to get as much feedback as possible.
Short Usability Report
This report should only be a few pages long (3-4) and follow a traditional report format.
Specifically, you should cover the following elements:
The purpose for the test and the test’s goals
design project.
Design Presentation (10%)
The presentation should unveil your new design and discuss the process for creating this
design by incorporating your research findings that supported your design decisions. Your
Final Presentation Design & Transmittal Correspondence (10%)
The final project design is the booklet, web site, blog, etc. redesign for your client. There are
two parts required for this assignment:
1. The final design/redesign
2. Cover letter (transmittal correspondence)
Final Project Design/Redesign
This is, literally, the final project. Your booklet, web sites, blogs need to be completed for the
client at this time.
Cover Letter
In addition to the final letter, you will write a cover letter to your clients discussing the final
project you are delivering to them. This is called transmittal correspondence. In addition to
conforming to letter genre conventions, you should include the following information in your
letter:
Information Design Portfolio (20%)
Now that the class has gone through playing with design principles, collecting and analyzing
user research, prototyping, proposing ideas to clients, testing prototypes and beta designs,
and finally developing and presenting your designs to clients, it is time to reflect on your work.
Furthermore, you need to incorporate this work into your technical communication portfolio.
The Portfolio
Instructors Manual for Fundamentals of User-Centered Design: A Practical Approach Still & Crane
21
The portfolio can be a web or PDF portfolio. The mode of delivery is up to you and has a lot to
do with how you want to brand yourself as a technical communicator. Despite the mode
you choose, the portfolio should consist of the following components:
Transmittal Memo
Your transmittal memo should be address to your instructor. Like the cover letter for the final
project, it should provide context for the submission of the final portfolio, briefly describe its
contents, and welcome the audience for feedback.
+20% participation
Interaction Design
Course Introduction
To be a technical communicator one would assume, at first glance, means one
communicates technical information. Okay, so that’s easy enough. But how should this be
done? I can hear a standard response now—“I edit technical documents, I write manuals,
instructions, I translate difficult information into more understandable forms for laypersons or
even those from different cultures, I design web sites, and I also use XML, among other tools,
to organize data into a single source of information so that it can be accessed by multiple
tools, multiple people, even at the same time.”
In other words, technical communication is really thoughtful interaction design. That is to say,
a technical communicator, more than most, is responsible for making sure that the
interaction between people and the technical things they have to use (and technical really
means challenging) is such that it is easy and productive. In other words, it is the job of the
technical communicator to make technical things, such as products, processes,
documentation, usable for the audience(s) that intend to use it.
Outcomes
oUnderstand the combination of theory and praxis necessary to produce thoughtful
interaction design
oExamine an existing interaction design interface and then provide an improved
Assignments
Tasks (10%)
We learn best by doing, by digesting what we’ve discussed and putting it into practice. This
Reading Exam (10%)
You cannot just do. You need to know how to do it, and why you’re doing it. You need to
understand what is involved in the interaction design process, how best to engage an
Offline Game Group Project (10%)
You will create a game for a targeted audience. This is an offline game, meaning that it
should be something that can be played without requiring anything other than the game
pieces, cards, or other materials you create to go with the game. This game must have a
Interactive Education Module Group Project (30%)
How did the colonists keep the British at bay on Breeds Hill in 1775? How does photosynthesis
really work? What happens when the glaciers melt? If I have a headache, a rash on my
hands, what could be the possible causes? How do you build a backyard tandoori oven? If
an island has a delicate balance of moose and wolves, what happens if I add some of one
devices to complement the module.
Online Game (40%)
Think offline game, but this game must be available online, meaning you’ll need to master
some programming software, such as Adobe Flash, to make the game interactive online.
You may also need to use certain multimedia, such as animated shapes, video/audio, etc.,