Course Offerings
INF 380E: Perspectives on Information
In this class we'll use history and readings to not only understand the current state of the information field, but how we got here. Seeing that, students will understand that they have the power to shape and improve the information field. Students will also work in in-class teams to cement ideas and connect to other students in the class. We work to answer the question of why UX designers, archivists, AI ethicists, and librarians are all in the same graduate program. Ultimately the goal is to connect, understand, and inspire.
INF 388L: Professional Experience and Project
As the culminating experience of the MSIS program, INF 388L allows every student to apply their unique skillsets and learnings to a professional project that is focused on a real-world problem or initiative. The course is designed to support your capstone journey throughout the semester as you work on your project with your project Field Supervisor. As an asynchronous course, students and instructors communicate via Canvas and various discussion prompts. Progress in the course is measured through updates and documents submitted directly to Canvas. During the semester, time is allotted for 1-on-1 meetings between student and instructor, and for small group meetings, as needed. Summary of Course Goals 1. Deliver a professional-level project/solution to showcase your knowledge, skills, and abilities. 2. Take direction and feedback from a supervisor working in your applied field of study. 3. Strengthen communication and presentation skills. 4. Manage expectations around project goals, schedule, and deliverables.
INF 385C: Human-Computer Interaction
This course introduces students to human-computer interaction theories and design processes. The emphasis is on applied user experience (UX) design. However, the course starts by discussing fundamental aspects of human perception and cognition and linking them with design principles. The course presents an iterative evaluation-centered UX lifecycle and introduces students to a broader notion of user experience, including usability, usefulness, and emotional impact. The UX lifecycle should be viewed as template intended to be instantiated in many different ways to match the constraints of a particular development project. The UX lifecycle activities we cover include contextual inquiry and analysis, requirements extraction, design-informing models, design thinking, ideation, sketching, conceptual design, and formative evaluation.
INF 385E: Information Architecture and Design
This course explores the fundamental principles and practical applications of Information Architecture (IA). Drawing from the seminal work "Information Architecture: For the Web and Beyond" by Louis Rosenfeld, Peter Morville, and Jorge Arango, students will delve into the essential concepts, methodologies, and best practices shaping the organization and presentation of information in digital environments. Simply, this course addresses how to make content organized and findable based on human understanding. Throughout the course, students will examine the critical role of IA in enhancing user experience, facilitating navigation, and optimizing content discoverability. Topics covered include information organization, navigation design, metadata implementation, taxonomy development, and user-centered design principles. Through a combination of theoretical discussions, case studies, hands-on exercises, and a real project with a real client and real world constraints, students will gain proficiency in designing effective IA solutions tailored to diverse user needs and contexts. Emphasis will be placed on understanding user behavior, conducting user research, and iteratively refining IA structures to align with evolving user requirements and organizational goals. Course Objectives: Gain a comprehensive understanding of Information Architecture principles and methodologies. Learn how to analyze and evaluate existing IA structures in digital environments. Develop proficiency in designing and implementing effective IA solutions for websites and digital products. Explore techniques for conducting user research and applying user-centered design principles to IA. Understand the role of IA in enhancing usability, findability, and overall user experience. Acquire practical skills in wireframing, prototyping, and usability testing within an IA context. Explore emerging trends and technologies shaping the field of Information Architecture.
INF 385P: Usability
This course will give students a foundational introduction to user experience (also known as UX, CX, HCI) and introduce some of the core UX research methods in use today, as well as applying these methods to a product to create a final presentation that can hopefully be used in their portfolio/job seeking adventures. Accordingly, the class will cover 5 major areas: 1. Have an in-depth understanding of some primary UX methods relevant to product development (e.g. Heuristic evaluation, Moderated User testing, UX Benchmarking). 2. Understand the principles of other important UX tools/methods (e.g. Information architecture tests (card-sorts), RITE testing, Competitive Analysis, Thematic coding of qualitative data, etc.). 3. Have a working understanding of the most frequently used UX methods at each point of the development lifecycle, with a specific focus on which methods are best suited to evaluative research. 4. Learn the scientific underpinnings of the various methodologies, including the specific advantages and disadvantages of each. 5. The “real world” application of these skills to industry-paced projects
A practical introduction and guide for using statistics to solve quantitative problems in user research. Many designers and user researchers view usability and user research as qualitative activities, which do not use formulas and numbers. However, usability practitioners and user researchers are increasingly expected to quantify the benefits of their efforts. The impact of good and bad designs can be quantified in terms of user performance, task completion rates and times, perceived user satisfaction. The course will address questions frequently faced by user researchers, such as, how to compare usability of products for A/B testing and competitive analysis, how to measure the interaction behavior and attitudes of users, how to estimate the number of users needed for usability testing. The course will introduce students to a foundation for statistical theories and the best practices needed to apply them. It will cover descriptive statistics, confidence intervals, standardized usability questionnaires, correlation, regression, and analysis of variance. It will also address how to effectively communicate the quantitative results.
As an industry practitioner with over a dozen years of product management experience and a dozen years of experience as a UX professional, I'm really looking forward to teaching a course that melds these best of both worlds. This course will focus on the fundamentals of product management and the tools and techniques employed by product managers. Students will learn about the corporate product phase gates and all the cross-functional teams with whom product managers engage. The product journey will be examined exploring: 1) how successful products are conceived; 2) how they intercept and are matched with appropriate technologies at the right time; 3) how their markets are analyzed; 4) how their volumes, revenues and profits are forecast yielding their business cases; and 5) how their value propositions are communicated to corporate executives to be formally approved and added to a company’s product roadmap. Furthermore, software and hardware product development processes will be investigated with an emphasis on how UX professionals can help streamline these processes and deliver user experiences that delight customers. This will have the effect of strengthening the product’s business case and ultimately the product’s return on investment (ROI), providing an evangelization opportunity for the product, the company, the product manager, and the UX professional.
This course introduces the theory and practice of inclusive design principles for developing accessible technology. Inclusive design focuses on understanding the diversity of human characteristics (e.g., age, gender, race/ethnicity, disability, etc.) and applying a human-centered approach in designing technology to satisfy user requirements. Students will learn to use inclusive design processes to recognize user characteristics, discover user needs, produce design solutions, and develop prototypes during this course. Topics include, but are not limited to, inclusive design, ability-based design, disability-related terminology, and assistive technologies. Students will be required to engage in class discussions, complete in-class and homework assignments, give oral presentations, work in small groups, and complete a semester project. This course assumes students will have prior knowledge or experience in user experience (UX) design and/or human-computer interaction. No prior programming experience is required.
In this course, students will learn about the graphic designs role in UX design roles using industry-standard tools, Figma and Adobe Illustrator. This course is meant to engage and push students to think creatively to design and create portfolio-worthy polished designs. Students will learn to craft visually engaging and user-friendly digital experiences. By learning and understanding graphic design principles, including typography, color theory, and layout design, students will develop proficiency in designing and prototyping for a variety of experiences. These skills will be displayed through design exercises and projects.
Students will learn to produce prototypes of information artifacts such as websites or apps, usually using Figma. The prototypes will be completed in groups. Students will also keep a sketchbook throughout the semester and will complete sketching exercises. No previous sketching experience is required. Students will learn the difference between lofi and hifi prototypes and complete examples of both. Lectures will describe prototyping in different forms and will also describe activities that support prototyping.
This team-oriented project course will explore several issues surrounding the design and production of usable and elegant interactive experiences. Students will be introduced to topics including the iterative design process, physical and digital prototyping, and user testing. Project work will allow students to demonstrate mastery of the methods discussed in class through the creation and evaluation of screen-based and physical interfaces. Nor formal programming experience is necessary or expected as students are encouraged to leverage existing skills to develop visualizations and prototypes. For projects in the digital domain, experience with Figma, HTML5, Axure, Invision or the like is helpful, but not required.