scholarly journals Designing an Aesthetic Learner Experience

2019 ◽  
Vol 11 (1) ◽  
pp. 41-58 ◽  
Author(s):  
Colin M. Gray ◽  
Paul Parsons ◽  
Austin L. Toombs ◽  
Nancy Rasche ◽  
Mihaela Vorvoreanu

In this design case, we describe a multi-year process during which a team of faculty designed a four-year undergraduate major in user experience (UX) design at a large research-intensive institution. We document the program- and course-level design experiences of five faculty members. This multi-year process has culminated in a dual-strand, integrated studio learning environment. Two types of studios—“learning” and “experience” studios—form the core of the program, with learning studios allowing cohort-specific skills development and practice, and experience studios providing cross-cohort opportunities to work on industry projects. We detail our process of developing this course sequence and the program-level connecting points among the courses, identifying institutional supports and barriers, the unique and varied skillsets of the involved faculty, and the growing agency and competence of our students in the program.

2021 ◽  
Author(s):  
Sebastian Oberdörfer ◽  
Anne Elsässer ◽  
Silke Grafe ◽  
Marc Erich Latoschik

2021 ◽  
pp. 004728162110419
Author(s):  
Gustav Verhulsdonck ◽  
Tharon Howard ◽  
Jason Tham

Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.


2018 ◽  
Vol 2 (4) ◽  
pp. 74
Author(s):  
Stavros Tasoudis ◽  
Mark Perry

This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. These activities allowed us to explore their motivation to use different technologies; the system’s architecture; detailed features of interactivity; and to describe user needs including efficiency, effectiveness, engagement, naturalness, ease of use, information retrieval, self-image awareness, politeness, and flexibility. Our analysis led us to design implications that translate participants’ needs into UX design goals, informing practitioners on how to develop relevant systems further.


2013 ◽  
Vol 8 (2) ◽  
pp. 45-53
Author(s):  
Ria Mae H. Borromeo

The DComm website is an electronic learning environment using the Joomla Content Management Framework (CMF), designed specifically for the Doctor of Communication Programme offered by the University of the Philippines Open University (UPOU). Previously, when a faculty member or staff wanted to publish content on the website, content was first emailed to the web administrator, who uploaded it manually. While this method ensured that proper content was published on the site, publishing was delayed at times due to the unavailability of the web administrator. To enable DComm faculty members and staff to directly publish content without having to study web publishing or going through the web administrator, publishing content through email was enabled using Post-by-Email, an extension for Joomla that allows such functionality. The resulting website now allows authorised users to publish information in a particular section of the site by emailing content to a specific email address. However, without quality control over content that gets published, this practice raises the possibility of inappropriate content publishing. To address this issue, a strategy for content filtering and publishing that uses existing technologies such as email filters and SpamAssasin, an open source mail filter based on content matching rules, was designed and implemented. The result is a learning environment where faculty members and staff can automatically publish filtered content through email, making it immediately accessible to the students, ultimately providing for a more dynamic learning environment.


1976 ◽  
Vol 7 (2) ◽  
pp. 113-128
Author(s):  
Layman E. Allen ◽  
Dana B. Main

For Bertrand Russell, the essential features of the good life are affective and cognitive: The good life is one inspired by love and guided by knowledge. We submit that these dimensions are also at the core of good learning, which is a central part of human life. This study focuses on the affective dimension as it is influenced by a learning environment organized a round instructional gaming.


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