Lectures, seminars, demonstrations and research based discussion groups. Analysis of design concepts and production psycology.
Module Aim:
Introduce the student to the idea of design psychology and human psychology. Allow the student to understand the role human nature, human factors have in the influence of user through engagement. Allow students to engage with principles of semiotics, communication theory, and understand how these can be applied to create effect and engaging design solutions.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1
Understand various mental models, communication models
LO2
Understand the concept of semiotics, visual codes, colour theory
LO3
Develop ability to research design psychology concepts and produce documentation.
Pre-requisite learning
Module Recommendations
This is prior learning (or a practical skill) that is recommended before enrolment in this module.
No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
Module Content & Assessment
Indicative Content
Requirements
Develop skills to understand the requirements of the projects. Through various research methods models understand the client, user, and project requirements and plan how to create and develop these.
Human Needs
Understand what human needs are, how they can be influenced through visual media and how we can achieve a better outcome for design solutions.
Propose, document, present
Enhance skills required to present a design concept, develop and pitch a design project and how to document the process effectively.
Semiotics
Understand what semiotics is and how it can be used to enhance and tailor design solutions to create more engaging and effective interactions. Understand the role of colour theory, and visual codes in society and how we can transfer these into design to create more effective and engaging messages.
Rapid prototyping
Investigate various methods of rapid project development. Taking a concept from thumbnail to porotype quickly through a serious of steps. Develop a set of skills need to create a working prototype for client approval, presentation.
Interface Psychology
Understand and investigate the process of mentally mapping user actions on screen, looking at how users interact with an interface, and allow this to influence design thinking.
Assessment Breakdown
%
Continuous Assessment
100.00%
Continuous Assessment
Assessment Type
Assessment Description
Outcome addressed
% of total
Assessment Date
Project
Project submission - Students will take a number design assets. These may include advertising, games, concept art, or UX/UI elements. The student will deconstruct the elements and present their findings. These finding should be supported by knowledge acquired during the module. The presentation will compromise a digital presentation and a written element
1,2,3
50.00
Week 15
Presentation
Students will present to the group and tutors a talk regarding their understand of the topic of design psychology. They will choose one area of design psychology covered and present extensive knowledge of this area. Practical examples will be used to support theory, and principles being discussed. These example may consist of any designed elements and should be broken down and chosen to support the presentation.
1,2,3
50.00
Week 25
No Project
No Practical
No End of Module Formal Examination
SETU Carlow Campus reserves the right to alter the nature and timings of assessment