Designing an App - a UX Project

University of Sussex
Brighton, England, United Kingdom
Lecturer in Computer Science & AI
(3)
2
Timeline
  • October 16, 2023
    Experience start
  • October 20, 2023
    Complete Background and User Research
  • October 27, 2023
    Create Persona
  • November 3, 2023
    Set Requirements
  • November 10, 2023
    Complete Prototyping
  • November 17, 2023
    Complete User Testing
  • November 30, 2023
    Experience end
Experience
10/10 project matches
Dates set by experience
Preferred companies
Anywhere
Startup, Small to medium enterprise
Apparel & fashion, Sales, Sports & fitness, Travel & tourism
Categories
Mobile app development UI design UX design
Skills
user-centred design
Learner goals and capabilities

Our students will design an app (in the form of interactive wireframes) following the User-Centred Design principles. That includes the following steps:


  • Initial brainstorming
  • Related work/background research
  • User research (including interviews with potential target users)
  • Persona design
  • Scenario design
  • Designing the requirements
  • Low-fidelity prototyping (using tools like Adobe XD and Figma)
  • User testing (testing the prototype with test users)
  • Evaluation (understanding what works and what needs improvement)


FYI: The students in this module are both Undergraduate and Postgraduate (Masters).


We are looking for a short case-study-style brief to use with our Computer Science finalists and Master's level students studying the Computer Science Human-Computer Interaction module:


https://www.sussex.ac.uk/study/modules/undergraduate/2021/G5026-human-computer-interaction


Our students will be asked to work individually or in small teams to produce ideas, proposals, and proofs of concept (in the form of wireframes) in response to your brief. 

Learners
Post-graduate
Any level
250 learners
Project
20 hours per learner
Learners self-assign
Teams of 5
Up to 12 team(s) or 60 learner(s) per project.
Each learner can join up to one team
Expected outcomes and deliverables

We have two options after the students have worked on the brief:


(1) The students/student groups submit their work to you for review and you provide feedback to each team (this will be in addition to any formal feedback from the lecturer),


OR

(2) The students/student groups submit their work to you but you are not required to provide any feedback to the students. 


The submission format we have used in this module so far is a portfolio of the design process in PDF format. Source files of the wireframes are also to be expected.

Project timeline
  • October 16, 2023
    Experience start
  • October 20, 2023
    Complete Background and User Research
  • October 27, 2023
    Create Persona
  • November 3, 2023
    Set Requirements
  • November 10, 2023
    Complete Prototyping
  • November 17, 2023
    Complete User Testing
  • November 30, 2023
    Experience end
Project Examples

Here is an example brief we have used with previous student cohorts:

 

Fit and Well App | The sound of feeling good

Lots of services, apps, and devices which support running, climbing, step counts and other physical activities are emerging to help people stay fit. What is unique about the student demographic? What do we know about students’ everyday lives and routines? How could the offers in the Sports Centre be more attractive and effective? Think about the combination of different interactive systems, wearables or sound-based interfaces which might give students the necessary motivation to exercise.


This case study paragraph doesn’t have to completely reflect your enterprise (and you’ll want to annotate your brief accordingly) but should give our students a better understanding of real business/customer/user challenges. 

Companies must answer the following questions to submit a match request to this experience:

What problem would you like our students to help you with?