Subject » BMEVISZA034
User Experience Design
Szoftver termékek felhasználhatósága
A tantárgyleírás hatályossága
Hatályosság kezdete:
2026. March 21.
Hatályosság vége:
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| Subject name (Hungarian, English) |
Szoftver termékek felhasználhatósága
User Experience Design
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| Subject code | BMEVISZA034 | ||||||||||||
| Subject type | — | ||||||||||||
| Training Level | — | ||||||||||||
| Course types and hours (weekly/semester) |
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| Assessment type | vizsga | ||||||||||||
| Credits | 2 | ||||||||||||
| Subject coordinator |
DR. Wiener Gábor
position: egyetemi docens
contact:
wiener.gabor@vik.bme.hu
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| Responsible department |
Számítástudományi és Információelméleti Tanszék
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| Faculty | Villamosmérnöki és Informatikai Kar | ||||||||||||
| Subject website | — | ||||||||||||
| Primary curriculum type | — | ||||||||||||
| Direct prerequisites – Strong prerequisite | none | ||||||||||||
| Direct prerequisites – Weak prerequisite | none | ||||||||||||
| Direct prerequisites – Parallel prerequisite | none | ||||||||||||
| Direct prerequisites – Milestone prerequisite | none | ||||||||||||
| Direct prerequisites – Exclusion | none |
Objectives
Programme
The course can be best characterized as a design workshop. Students walk the path from an idea to a sophisticated and detailed prototype of an interactive system. Along the way, they collect theoretical knowledge via learning-by-doing and trial-and-error, as opposed to formal lectures about fine details of the discipline.
Students learn how to avoid the most common pitfall of software development projects that prevent delivered systems from being fully-utilized – or used at all: the lack of proper understanding of the users of the system, their current and future needs, and the lack of verification of concepts and early designs.
Students form teams to develop user interfaces in a series of workshops which take them along the most important steps of the design process. See the table below for more details about the themes and schedule of the workshops. Each workshop starts with a brief introduction to the goals and methods of the workshop, but most of the time is dedicated to intensive teamwork with the assistance of the instructor.
Weeks 1-3: students get an overview of the human cognitive processes related to the usage of interactive systems, and the role of design in a development process. By the end of this period, students form the teams and choose a design challenge.
Weeks 4-5:analysis of users and their needs, preferences, and thinking. Based on the information collected, students design the basic information architecture of the system and create preliminary design sketches.
Weeks 6-7: creation of early designs for most major componenets of the user interface.
To wrap up this block, teams present their results to the class, for comment, criticism, and discussion, in a heuristic evaluation session.
Weeks 8-10: increasingly detailed design activity, with iterative rounds of testing and design changes. At the end of this block, students write a test, about theory and methods covered.Weeks 11-13: rapid rounds of design sessions. Students complete their designs then adapt them to an alternative platform (such as creating a mobile version of a desktop application), or design a companion product on another platform.
Week 14: final exam Presentation of designs to a board of professors and industry experts.
In addition to the regular weekly classroom activity, 2 to 3 lectures or interactive hands-on sessions by expert guests from fields like CAD system design and development, GPS navigation or streaming video will provide insight into design successes and failures.
Content and schedule:
| Week 1
| Course intro. Design practice of a simple device.
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| Week 2
| Principles of human cognition. Affordances, constraints, mappings. Workshop intro.
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| Week 3
| Norman's action cycle. Analysis and design exercise of a complex applicance.
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| Week 4
| Personas, stories, workflows. User and task analysis workshop.
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| Week 5
| Card sorting workshop.
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| Week 6
| Prototyping methods and tools. Prototyping workshop.
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| Week 7
| User interface guidelines. Design development workshop.
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| Week 8
| Team project reviews via heuristic evaluation.
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| Week 9
| Evaluation methods. User testing workshop.
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| Week 10
| ¾ term written test.
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| Week 11
| Design development workshop.
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| Week 12
| Alternative platform selection and start of redesign. Platform-specific design issues.
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| Week 13
| Design development workshop. Final design consultation.
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| Week 14
| Student design presentations and evaluation.
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This course enables and encourages students to create user-friendly solutions regardless of their manual creative skills or design experience. We achieve this by increasing sensitivity to users’ real problems and developing analytical and design skills to solve them.
In addition, by simulating processes of real-life software design, students will gain insights into the practice of user-centered design under difficult organizational, budget and deadline constraints. They will also improve their teamwork and presentation skills.
Finally, the course aims at raising student awareness of cognitive sciences, usability engineering and related disciplines.
Learning outcomes
Ez a tantárgy a KKK rendeletben meghatározott, következő kompetenciák fejlesztését szolgálja:
Knowledge
No learning outcomes recorded.
Skills
No learning outcomes recorded.
Attitudes
No learning outcomes recorded.
Autonomy and responsibility
No learning outcomes recorded.
Oktatási módszertan
Lectures with hands-on practice and analysis, project-based creative sessions in groups, prototype and design creation on paper and with simple software tools.
Tanulástámogató anyagok
Online források
Steve Krug, Don't Make Me Think! A Common Sense Approach to Web Usability, New Riders, 2006. ; Carolyn Snyder, Paper Prototyping, Morgan Kaufman, 2003.
Recommended preliminary knowledge for completing the subject
Knowledge type competencies
(azon előzetes ismeretek összessége, amelyek megléte nem kötelező, de a tantárgy eredményes teljesítését nagyban elősegíti)
nincs
Skill type competencies
(azon előzetes képességek és készségek összessége, amelyek megléte nem kötelező, de a tantárgy eredményes teljesítését nagyban elősegíti)
nincs
Recommended (non-compulsory) preliminary competencies
(azon ajánlott (nem kötelező) előzetesen megszerzendő kompetenciák összessége, amelyek jelentősen hozzájárulnak a tantárgy eredményes teljesítéséhez)
nincs
General rules
Requirements:
At the end of the semester, student groups are required to present their design task along with the final prototype (or product), which is subjected to in-situ heuristic evaluation and an overall assessment by invited external experts.
Grading will be based on the following criteria:
Class activity and homework 20 points
3/4 term test 30 points
Prototype design quality and completeness 40 points (group)
Presentation quality 10 points (group)
Assessment methods
In-term assessments
No detailed assessments provided.
Weight of in-term assessments
No weights provided.
Exam-period assessments
No detailed assessments provided.
Weight of exam elements
No weights provided.
Grade calculation
No grade thresholds provided.
Attendance requirements
No attendance requirements provided.
Rules for retake and resubmission
Not provided.
Short description
Not provided.
Detailed description
Not provided.
Recommended courses
There are no prerequisites for this course. It is a principal aim of the course to demonstrate that usable software can be created without extensive theoretical background, just as great dishes can be cooked without being an expert in food chemistry.
The tools and methods used are simple and low-tech; basic user-level computer skills are sufficient for this course.
Workload to complete the subject
No workload breakdown provided.
Validity of subject requirements
Requirements valid from:
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Requirements valid until:
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Curriculum placement
No curriculum placements recorded for this subject version.