ZDSN H2201 - Design Psychology

Module Title:Design Psychology
Language of Instruction:English
Credits: 15
NFQ Level:6
Module Delivered In No Programmes
Teaching & Learning Strategies: 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 and mental models 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. Understand the concept of user centred design approach, understand its benefits and how it can enhance the project solution for students.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Understand Human Characteristics, and the concept of human needs. Develop an understanding of the psychology behind why people do what they do
LO2 Understand various mental models, communication models
LO3 Understand the concept of semiotics, visual codes, colour theory
LO4 Develop a set of skills in user centre approach to design and interaction. Develop an understand the idea of user centre design process
LO5 Develop skills in the understanding of human interaction with computers and interface, mental mapping, hot-spots, motion patterns, and the psychology behind interface layout
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
Design / Creative Process
Design / Creative Process Understand what the design and creative process is, the role of the UX / UI designer, how to use the process.
Human Characteristics
Understand what human characteristics are, how and why they are important to the design process.
Expression and Realisation of Ideas
How to take a concept from an initial rough thumbnail right through the process to finish product. Demonstrate skills in content writing, asset production and development
Mental Models
Understand the various mental models we can use, how they can influence people and why they are important in the process of design.
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.
User centred Design
Understand the idea behind user centred design. Look at the process of engaging with the user at an early stage and allowing for more client / user development.
Engineering thinking
Understand the idea of engineering thinking and the process of analysis. Develop a set of analytical skills to allow the student to create a number of outcomes and select the best methods due to a number of quantifiable factors, or measures
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 Assessment100.00%
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 40.00 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. 1,2,3,4 40.00 Week 25
Project Student will be assessed using a project that spans multiple modules. The project will have a specific element relating to this module be assessed on its merits in relation to the project 1,2,3,4,5 20.00 Week 27
No Project
No Practical
No End of Module Formal Examination

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture Every Week 3.00
Laboratory Every Week 1.00
Independent Learning Time Every Week 2.00
Total Hours 6.00