Module Specification

Human Computer Interaction (UX)

London school of INNOVATION

Module Specification

Human Computer Interaction (UX)



The successful design of websites, applications, services, and technologies hinges on a thorough understanding of the user and the contexts in which technology is used. A focus on user experience is a design approach that looks at the user, the technology, and the end-use scenario. It builds upon different models such as waterfall and agile methods. It enables users’ interests to be identified and applied through research.

This module considers how data can be collected and used to understand and meet the needs of users. It considers matters such as accessibility and inclusive design. It looks at how the user can be centred in a design project, particularly through personas and participatory design. Students study how this information can be used for sketching, prototyping, and wireframing. It looks at the challenges that can arise within user experience design and how this can be addressed. Various UI options are evaluated.

This module will develop skills to analyse and document user requirements, manage and design web applications, and plan a design project from ideation to implementation. Working with a client brief, students will carry out a design project that draws on original research, design, and evaluation methods, including user research methods, sketching, prototyping and design techniques, evaluation methods, and also client-facing communications.


Code Number of Credits ECTS Credits Framework HECoS code
UX51 15 7 FHEQ - L5 human-computer interaction (100736)

Learning outcomes

Code Attributes developed Outcomes
LO1 Knowledge and Understanding Comprehensive understanding of UX design principles and user-centered strategies for digital product development.
LO2 Intellectual Skills Critically evaluate project management methodologies, such as Agile and Waterfall, within UX strategy and execution to optimise project delivery.
LO3 Intellectual Skills Critique design solutions through iterative sketching, prototyping, and wireframing practices
LO4 Technical/Practical Skills Demonstrate initiative with research methods to develop user personas and design accessible, inclusive user interfaces.
LO5 Technical/Practical Skills Use problem-solving techniques with originality to address common design challenges and implement user feedback.
LO6 Professional/Transferable Skills Adapt UX practices to technological advancements, ensuring readiness for future user experience and ethical demands.

Assessment Patterns

Weighting Format Outcomes assessed
40% Invigilated Exam
This is a time-limited and closed-book exam with a mix of multiple-choice and analytical written questions that students undertake during the summative assessment period as scheduled under the School’s remote invigilation conditions to ensure quality and academic integrity.

The exam enables the students to demonstrate their successful attainment of the module learning outcomes, primarily related to knowledge and understanding, and secondarily related to Professional/Transferable Skills.

The analytical written questions will consist of problem questions representing issues and dilemmas students are likely to encounter in professional life and students have to synthesise and apply what they have learnt on the module in order to produce sound and reasoned judgements with respect to the problem.

To enable the students to practice and prepare, various formative assessment activies, including quizzes and a AI-augmented assignments and mock exams are built into the module. Additionally, throughout the course, students will regularly receive feedback on their knowledge and assignments from AI as well as peers and staff to indicate how to improve future work and how to give constructive feedback to others.
K LO1
I LO2
I LO3
P LO6
60% Technical Analysis and Solution Assessment
This assessment requires students to develop a solution to a complex problem within a simulated domain, followed by a detailed analysis and reflection on their design and its theoretical underpinnings. The aim is to assess students' abilities to design practical solutions, critically analyse their work, and articulate their understanding of the technical and theoretical aspects of the module.
K LO1
I LO2
I LO3
T LO4
T LO5
P LO6

Student workload

Activity Total hours
Introductory lecture 1.50
Concept learning (knowledge graph) 18.00
AI formative assessment 9.00
Case Study Review 9.00
Workshop/Lab Sessions 13.50
Individual or group assignments 18.00
Independent reading, exploration and practice 51.00
Summative assessment 30.00
150.00

Content Structure

Week Chapter Name Chapter Description
Week 1 User-Centred Design Philosophy Exploring the heart of UX, this chapter underscores the vital strategies that place the user at the center of design. Students will understand the principles underpinning user-centered design, learning to empower their creations with usability and meaningful experiences.
Week 2 Effective User Research Focusing on actionable user data, this chapter covers various research methods for collecting and analysing user information. Students will evaluate research techniques' strengths and limitations to capture authentic user behaviours and preferences.
Week 3 Accessibility in UX Design Accessibility is key in user experience design, and this chapter entails principles of creating inclusive products. By studying how design can be both accessible and functional, students embrace the diversity of user needs.
Week 4 Personas and User Engagement In this chapter, students learn to create personas and use participatory design techniques. Personas become key tools in aligning product development with user needs, enriching the quality of stakeholder discussions and ideation processes.
Week 5 User Needs Transitioning from understanding requirements to making design decisions, students will study the journey from ideation to the creation of tangible solutions. The chapter focuses on methodologies that turn user needs into practical design outcomes.
Week 6 Craft of Prototyping Students will delve into the prototyping phase, learning to create interactive models that facilitate concept testing. This chapter hones practical skills in wireframing and prototype creation, providing a tangible representation of design theories.
Week 7 Iterating for Excellence With a focus on iterative design, students explore how continuous user evaluation shapes superior products. This chapter offers insights into designing effective user tests and integrating findings to refine user interfaces.
Week 8 Problem-Solving in Digital Projects Students will engage with common issues faced in UX design projects, and learn strategies to address them. Emphasis is placed on maintaining project vision while adapting to feedback, ensuring a balance between innovation and practicality.
Week 9 Project Management This chapter brings strategic management into the UX realm, examining how project planning, stakeholder communication, and risk management align with user experience goals to elevate the overall quality of digital projects.
Week 10 Futuristic UX Looking towards future advancements, this chapter helps students anticipate the evolving field of UX. It encourages forward-thinking and adaptability, preparing students to tackle unforeseen technological changes and user demands adeptly.

Module References

Type Description
Book Allanwood, G., & Beare, P. "User Experience Design: A Practical Introduction", Bloomsbury Publishing, (2019)
Book Mara, A. "UX on the Go: A Flexible Guide to User Experience Design, Routledge, (2020)

Methods of teaching/learning


Introductory lecture (1.50 hours)

This is the first weekly session, dedicated to providing a comprehensive introduction to the module. The module leader will present an overview of the subject, elucidating its importance within various digital engineering professions and its interrelation with other modules. Students will need no preparation ahead of attending this session.

The module leader will provide a structured breakdown of the content to be covered in the subsequent 9 sessions. Students will also receive an outline of the essential reference materials, alongside suggestions for supplementary reading. The format and criteria for the summative assessment will be delineated, followed by a dedicated period for questions and answers.

A recording of the session will be available to facilitate async engagement for any other student who missed the class, also offering an opportunity to review the content again.


Concept learning (knowledge graph) (18.00 hours)

Our institution's approach to teaching is primarily based on flipped learning. Ahead of each weekly session (Workshop/Lab), students will be required to study the essential concepts that are used in the coming session so they are familiar with the theories and ideas related to that session. The study material will be in the form of written content, illustrations, pre-recorded lectures and tutorials, and other forms of content provided through the AGS.

This content is self-navigated by the students, accommodating different learning styles and schedules, allowing students to watch or listen to them at their own pace and review them as needed.


AI formative assessment (9.00 hours)

Once each concept of the theory is studied, students will be prompted to engage in formative assessment with instant AI feedback. They include multiple-choice questions, socratic questions and answers, written questions, role-play and other AI-assisted practice scenarios.

The purpose of this automated formative assessment is to provide students with immediate feedback on their understanding of module material and highlight any areas that need support or further study. They are also used to track student progress, boost motivation and promote accountability.


Case Study Review (9.00 hours)

In this learning activity, students explore recent real-world case studies relevant to their course topic. The case studies will have been selected and curated by the module leader to represent up-to-date examples. They guide students through key details, contextual factors, and outcomes. This approach enhances students' understanding of current industry trends, challenges, and solutions, preparing them for real-world scenarios they may encounter in their future careers.

The learning experienced will be augmented by AI (virtual private tutor) allowing the students to critically engage with the content and discuss the case studies.


Workshop/Lab Sessions (13.50 hours)

The 9 weekly sessions following the introduction (weeks 2 to 10) will be dedicated to teaching the contents of the module during interactive workshops. These sessions will complement the theory with practice, experience or analysis. Their purpose is to advance the student's cognition from 'knowledge' to 'understand' and 'apply'.

Depending on the nature of the content, challenges and learning activities will be pre-designed to apply flipped learning, and may include hands-on project work, group discussions or debates, roleplay, simulation, case study or other presentation, and other learning activities and opportunities. These workshops present an opportunity to apply critical thinking and problem-solving skills. They also encourage collaboration and foster a sense of community among students. There will be an opportunity also for Q&A in every session.


Individual or group assignments (18.00 hours)

Each Workshop/Lab session will be followed by an assignment. Assignments are used to reinforce learning and encourage independent thinking and problem-solving. They help the students identify the gaps in their understanding of the subject and provide them with an opportunity to apply what they have learned in a practical setting.

Assignments can be individual or group-based (teams of 2 to 4). They can take many forms, including essays, presentations, or projects. When they are group-based, teams will be randomly picked by AGS, in order to promote broader teamwork practice. Assignment files will be uploaded to AGS by the students ahead of the next weekly session. Feedback will be provided on each submitted assignment.


Independent reading, exploration and practice (51.00 hours)

This activity challenges students to engage with the reference material and independently explore and analyse academic literature related to the course topic. Students are expected to select relevant sources, practice critical reading skills, and where applicable technical skills, and synthesise information from multiple references. This is an opportunity to enhance research abilities, critical thinking, and self-directed learning skills while broadening and deepening subject knowledge.


Summative assessment (30.00 hours)

Summative assessments are used to evaluate student learning at the end of a module. These assessments can take many forms, including exams, papers, or presentations. Instructors can use summative assessments to measure whether students have achieved the learning outcomes for the module and provide them with a sense of their overall progress. Summative assessments can also be used to evaluate the effectiveness of the teaching methods used in the module.

Programmes this module appears on

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change.
Module Spec: Human Computer Interaction (UX) (UX51)