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B.Des (Digital Product Design 3rd Year)

Digital Produc Design 3rd Year

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hdieukhuon
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0% found this document useful (0 votes)
61 views37 pages

B.Des (Digital Product Design 3rd Year)

Digital Produc Design 3rd Year

Uploaded by

hdieukhuon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Programs Academic Information | 2023-27

L T P C
Internship I
0 0 2 1

Internship I
Course Title

Level Undergraduate

Credits 1

Course Category PS

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Student will gain practical experience by applying theoretical knowledge and skills acquired in
the program to real-world design projects within a professional setting, expansion in Industry
CLO 1.
Network by building professional connections and establish relationships with industry
professionals, potentially opening doors to future career opportunities.

Course Outcome: At the end of the course, student will be able to


Demonstrate effective communication, collaboration, and problem-solving skills in a professional
CO 1. work environment.
Develop a professional network and establish connections within the user experience design
CO 2. industry.

Syllabus Details
I Internship I is a practical course designed to provide students with 15
the opportunity to gain real-world experience in the field of user
experience design. Through an internship placement with a company
or organization, students will apply their knowledge and skills in a
professional setting. This course serves as a bridge between
academic learning and industry practice, allowing students to further
develop their design abilities and gain valuable
insights into the field of user experience.

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Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1 1 1
2 1 1 2 1 1 1 1 1 1 2 1
CO2 3 2 2 1 2
1 1 1 1 1 1 1 1
1- Low 2- Med 3- High

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L T P C
Introduction to 6D
1 1 2 3

Introduction to 6D
Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understanding the Fundamentals of 6D: Students will gain a deep
CLO 1. understanding of the six dimensions involved in 6D technology, which typically include the
three spatial dimensions.

Course Outcome: At the end of the course, student will be able to


Learning to design with 6D process
CO 1.
Implementation of different tools and techniques at correct form and place
CO 2.
Use of advance technology and hands-on implementation on the project
CO 3.
Practice sessions to concretize the skills learnt.
CO 4.
Understand the Concept of 6D
CO 5.
Understanding the A/B Testing and its use.
CO 6.

Syllabus Details
Discover: Gap Finding, empathize with stakeholders and users to 9
understand the problem, Find the unmet
I needs and expectations of the user, analyse data and trends, ask
questions
relevant to receive insights to the problem

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II Define: Problem Statement, Define the problem using mental 9


models,Define the user, Define the context of the user, define the
User Personas,
User Scenarios, Task Analysis
III Dream and Design: Ideate for maximum number of solutions, 9
define an evaluation criterion, Strategize the idea to base your design
solution on, Create the Information Architecture and set priorities,
Wireframing and
Prototyping, Mockups
IV Develop and Deliver: Test and Iterate, A/B Testing, Tool Based
Testing, Design Documentation, Assets and Specs, Designer- 9
Developer Handoff, Working on Android and iOS, Responsive
Design, Tools of Collaboration -
Zeplin
V Project: Project on implementation of 6D process in any 9
service/product

Reference Books
SN Name of the book Author Edition / volume
1. Designing for Digital Age: How to create Designing for Digital Age: How
human-centered products and services to create human-centered
products and services - Kim
Goodwin
2. The design of everyday things Don Norman

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 2 3
2 1 1 1 1 2 1 1 2 3

CO2 2 2
1 1 3 1 1 1 1 2

CO3 1 1 1
2 2 2 1 1 3

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CO4
1 2 2 2 2 2 1 1 2 2

CO5 2
1 1 1 2 1

CO6
2 1 1 2

1- Low 2- Med 3- High

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L T P C
Introduction to Interaction Design
1 1 2 3

Introduction to Interaction Design


Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understanding User-Centered Design: Students will gain a deep understanding of user-
centered design principles and the importance of designing for the needs and preferences of
CLO 1.
users. They will learn how to conduct user research, gather user requirements, and create
user personas to inform the design process.

Course Outcome: At the end of the course, student will be able to


Learning the Importance and scope of Interaction design, User centred design
CO 1.
Design of interactive products Methods of interaction design Tools for interaction design
CO 2.
Get to know futuristic technologies and their implementation in design
CO 3.
Understand and Apply User-Centered Design
CO 4.
To understand the use of Figma
CO 5.
Hands on activity on Design applications
CO 6.

Syllabus Details
Introduction to Interaction design: Understanding scope and 6
history ofinteraction in design, case studies
I
II User Centered design: What is User Centered Design? User-
Centered Design Process, UCD is an Iterative Process, UCD, Considers 9

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the Whole User Experience, Investment in UCD Pays off, Benefits of


UCD and UX, UCD
Waterfall process map
III Design of interactive products: Ergonomics (Physical, cognitive 9
andorganizational)

IV Methods of interaction design: Learning the different methods 6


whichincludes tools and techniques of interaction design,
Understanding micro-
interactions
V Project: Project on Ergonomics 15

Reference Books
SN Name of the book Author Edition / volume
1. Mobile Design Pattern Gallery O’Reilly
2. Seductive Interaction Design Stephen Anderson

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1 1
2 1 1 1 1 1 2 1 1 2 1

CO2 1 1 1
1 1 1 3 1 2 1 1 1 1 2

CO3 2 1 1
2 2 2 2 2 1 1 3

CO4 1 1
1 1 2 2 1

CO5 1 2
2 1 1 1

CO6 2
1 1 1

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1- Low 2- Med 3- High

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L T P C
Omni-Channel Experience Design
1 1 2 3

Omni-Channel Experience Design


Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Students will gain a comprehensive understanding of the concept of omni-channel experience
design. They will learn about the importance of delivering consistent and integrated user
CLO 1.
experiences across various channels, such as websites, mobile apps, social media platforms,
physical stores, and customer service touchpoints.

Course Outcome: At the end of the course, student will be able to


To understand the concept of Omni channel design
CO 1.
To learn how to build omni channel experience
CO 2.
To grasp various key elements of building an Omni-channel experience
CO 3.
To practice and create Omni-channel User Experience to Increase Customer Engagement
CO 4.
Helps in understanding various market cases by studying real case studies
CO 5.
Apply User-Centered Design Principles
CO 6.

Syllabus Details
Introduction to Omni channel experience design: What is Omni- 9
channel experience design, Why do we need omni channel UX,
I understanding all Omni- channel experiences will use multiple
channels, but not all multi-channel
experiences are Omni- channel. Multichannel vs. Omni channel

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II Case studies: Sephora’s Omni channel UX, Walgreens’ Omni 9


channel UX,
Caratlane and Tanishq, Fab Furnish and Home Center at future groups
III Building Omni channel experiences: Elements of Omni channel 6
experiences,learn how to design omni-channel experiences – Mobile,
web,
wearable, cloud.
IV Project: Practice – Omni-channel User Experience Best Practices to 18
IncreaseCustomer Engagement
v Customer Services: Customer service and offline touch points. 3
Designing omni-
channel product ecosystems and Design multi-channel interaction
patterns.

Reference Books
SN Name of the book Author Edition / volume
1. Omnichannel: The path to value McKinsey
2. Managing Customer Experiences in an TaşkınDirsehan
Omnichannel World

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1
1 2 1 1 1 2 2 1 1 2 1

CO2 1 1
1 1 3 1 1 2 1 1 1 3

CO3 1 1 1
2 2 2 1 1 1

CO4 1 1
1 2 2 1 2 1 2 1 2 2 2

CO5 1 2
1 2 1 2 1 1

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CO6
2 1 2 1
1- Low 2- Med 3- High

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L T P C
Technology in Experience Design Advance
1 0 2 2

Technology in Experience Design Advance


Course Title

Level Undergraduate

Credits 2

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Students will gain an in-depth understanding of how technology can be applied to enhance user
CLO 1. experiences. They will explore advanced concepts and theories related to interactive technologies,
emerging trends, and the integration of technology into various design contexts.

Course Outcome: At the end of the course, student will be able to


Learn why UX approach in Tech is needed
CO 1.
Learn about Agile thinking
CO 2.
Dive into UX and its practices in technology
CO 3.
Helps to Apply Advanced Technology in Experience Design
CO 4.

Syllabus Details
Tech and UX: Understand how software teams work, roles of 6
different profiles;front end and back end, types of technologies for
I back end and front end, constraints
of each technology
II Introduction to SDLC: Types, pros and cons of SDLC, what are 6
the processes that
they use and frameworks that they use. Learn SDLC methodologies
such as agile, lean, and traditional/waterfall – pros & cons of each
process.

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III Agile and design thinking Framework: Deep dive into agile 6
process, case studies,Framework of agile, The State of UX Agile
Development, Agile Process Is Flexible, Top
10 Tips for UX Success From Agile Practitioners
IV Ecosystem project: Understanding product ecosystems for 12
futuristic technologies
– industry 4.0, Practice – Project in SDLC in any one domain
(eg.; E-commerce,
healthcare, BFSI, Manufacturing)

Reference Books
SN Name of the book Author Edition / volume
1. Emotions, technology and design Sharon Y. Tettegah
2. Augmented Reality: Principles and Practice Dieter Schmalstieg

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 2 1
2 1 1 1 1 1 2 1

CO2 3 3 3 1
1 3 1 1 1 1 1 1 1 3

CO3 1 1
1 2 2 2 1 1 1 2

CO4 1 1
1 2 1
1- Low 2- Med 3- High

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L T P C
Visual Design Tool Advance
1 1 2 3

Visual Design Tool Advance


Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understanding Design Principles: Students will gain a deeper understanding of design principles and
how they apply to visual design. They will learn about colour theory, composition, layout, visual
CLO 1.
hierarchy, typography, and other fundamental design principles to create visually cohesive and
aesthetically pleasing designs.

Course Outcome: At the end of the course, student will be able to


To be able to master the tools like illustrator for advance level concept
CO 1.
To be able to understand Photoshop for advance level concepts
CO 2.
To be able to create and manipulate Vector Graphics.
CO 3.
To be able understand colour and Gradients
CO 4.
To be able to design Logos and Icons in Illustrator
CO 5.
To be able to master advance image manipulation in Photoshop
CO 6.

Syllabus Details
Illustrator: Learning and Practicing Advance level tool practice in 9
visualconcepts, typography, iconography, Visual elements
I
II Photoshop: Advance level tool practice in interface design for cross-
platform,responsive, and web. 9

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III Introduction to 3D Illustrator: Introduction to 3D in adobe 6


illustrator,
How to make semi flat 3D icons and UI Design.
IV Composite Artwork: Combining multiple images and graphic 6
elements to
create a complex composite artwork.
V Project 15

Reference Books
SN Name of the book Author Edition / volume
1. The Adobe Photoshop CC Book for Digital Scott Kelby
Photographers
2. Adobe Illustrator CC Classroom in a Book Brian Wood
(2017 release)

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 2
1 2 1 1 1 1 1 1 1 2 2

CO2 1 1
1 1 2 2 2 1

CO3 1 1
1 2 1 2 2 1 1 2

CO4 1 2
1 2 1 1 1 1 1 1 1 2 2

CO5 1
1 2 2 2 1

CO6 1 1
1 2 1 1 2
1- Low 2- Med 3- High

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L T P C
Wire framing and Prototyping
1 1 2 3

Wire framing and Prototyping


Course Title

Level Undergraduate

Credits 3

Course Category AEC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Students will gain a clear understanding of why wireframing andprototyping are essential in
the design process. They will learn about the benefits of creating visual representations and
CLO 1.
interactive models to communicate ideas, test concepts, and gather feedback early in the
designprocess.

Course Outcome: At the end of the course, student will be able to


Practice to learn the tools required to design wireframes and prototypes.
CO 1.
Design wireframes on paper and translate paper concepts into digital wireframes.
CO 2.
Understand and practice the techniques involved in designing digital wireframes for UI Platforms.
CO 3.
Understand and practice the techniques involved in designing digital wireframes for HMI and other
CO 4. digital screens.
Understand and practice the techniques involved in creating digital prototypes. Tools to be taught –
CO 5. AdobeXD, Figma.
Explore Advanced Techniques and Tools.
CO 6.

Syllabus Details
Basics guidelines of Wireframing and Prototyping
Introduction to wireframes, understanding responsive design, 6
I primary, secondary and utility navigation, content, inline links,
indexes, search, what is Prototyping, when do we need it,
understanding rapid prototyping, Types of Prototypes, Overview of

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wireframing and prototyping digital tools

II Designing wireframes on paper: Header, footer, sidebar, navigation 9


systems,use of whitespace, web fonts and typography
III Designing wireframes and prototypes on Figma and 9
AdobeXD: Creatingvisual mock-ups, whitespace to style a form,
scrolling, introduction to clickable
prototypes, importing and exporting assets, creating hotspots
IV Designing digital wireframes for different UI platforms: 9
Practical hands- on demonstration of paper-based wireframes and
clickable prototypes using digital
tools
v Practice and Project based: Designing for Web, Mobile 12
Application, IOS,wearable

Reference Books
SN Name of the book Author Edition / volume
1. Communicating Design: Developing Web Daniel M. Brown
Site Documentation for Design and
Planning, Book
2. UI/UX Sketchbook for Wireframing and
Prototyping: Big Size Edition Light Version

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1 2
1 1 2 1 1 1 2 1 1 2 2

CO2 1 2
1 1 3 1 1 2 1 1 1 3

CO3 2 3
2 2 2 2 2 1 1 1 1 1 1

CO4 2 3
2 1 2 2 1 1 2 2

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CO5 1 3
1 2 2 2 1 2 1 1 2 1 1 2 1

CO6 2
1 2 1 1 1 1
1- Low 2- Med 3- High

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L T P C
Innovation Management
1 1 2 3

Innovation Management
Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understanding the Importance of Innovation: Students will gain an understanding of the
critical role innovation plays in organizational success and competitiveness. They will learn
CLO 1.
how innovation can drive growth, create value, and foster a culture of continuous
improvement within organizations.

Course Outcome: At the end of the course, student will be able to


Understand the roles of skill, experience, motivation and culture in creative endeavour
CO 1.
Appreciate how the perspective taken on creativity affects the policy used to engender it
CO 2.
Differentiate between radical and incremental innovation
CO 3.
Identify some potential disruptive innovations and take advantage of ‘open’ innovation
CO 4.
Reflect on experiences of creativity and innovation at work.
CO 5.
Understand the Strategic Value of Innovation
CO 6.

Syllabus Details
Innovation & Creativity: What is Innovation? What is creativity?
Differencebetween innovation and creativity, dynamics of creative
I thinking, becoming 6
creatively fit as an individual, creative insight, idea generation

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II Innovation in organizations: Learn what is innovation and how


leading organization across the world are implementing innovation, 6
Role of creativity and innovation in organizations, idea evaluation,
creativity in teams, team’s environment and creativity, creating
climate for creativity and an enterprise, creating an environment that
keeps creative people creating, managing creative employees,
leading for creativity and innovation, creativity to innovation,
Success stories
III Innovation Management Process: Understanding what is 6
Innovation management, Learn the 4 pillars of innovation,
innovation maturity matrix and the innovation management process
– problem identification, ideation, and
implementation.
IV Project: Research and implementing innovation management 21
process for
different industry segments.
V Management tools: Understanding innovation as a culture,
Innovation 6
management tools – user study, social listening, customer care
reports, data analytics, hackathons, paper prototyping, digital
roadmap, market gap analysis, commercialization.

Reference Books
SN Name of the book Author Edition / volume
1. Rapid idea generation Peter Hollins
2. Innovating for people LUMA institute

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 2
2 1 1 1 1 1 1 1 2 1

CO2
2 1 3 1 1 1 1 3

CO3 1
1 2 2 2 2 2 2 1 1 1

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CO4 1 2
2 2 2 2 1 2 2

CO5 1
1 2 2 2 1 2 1 1 1 2 1

CO6
1 1 2 2 1

1- Low 2- Med 3- High

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L T P C
Integrated Studio for UX -Advance
1 1 2 3

Integrated Studio for UX -Advance


Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Demonstrate Proficiency in Designing User-Centric Experiences: Apply advanced principles and
methodologies to design user-centric experiences that leverage technology effectively.
CLO 1.
Students will be able to create engaging and intuitive experiences across different digital
platforms and devices.

Course Outcome: At the end of the course, student will be able to


To be able to implement the learnings in a project on any one industry
CO 1.

Syllabus Details
Project based: On UX design implementation with industry 45
relevantproblem statement including 6D process
I

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1 1 1 1
2 2 1 1 2 1 1 1 1 1 1 2 2
1- Low 2- Med 3- High

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L T P C
Interaction Design Advance
1 1 2 3

Interaction Design Advance


Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understand the Role of UX in Digitalization: Students will have a clear understanding of the
role of user experience (UX) in the context of digitalization. They will recognize the impact of
CLO 1.
digitalization on businesses and the importance of considering user needs, goals, and
expectations in designing digital experiences.

Course Outcome: At the end of the course, student will be able to


To be able to understand micro-interactions in detail Have a hands-on tools and prototyping
CO 1. practice
To be able to generate new ideas
CO 2.
Get to understand technologies and connect with emotional design
CO 3.
To be able to Apply Advanced Interaction Design Principles
CO 4.
Students will demonstrate proficiency in creating high-fidelity prototypes.
CO 5.
Students will employ a human-centered design approach in their interaction design process.
CO 6.

Syllabus Details
Introduction to micro-interactions: To evoke emotions and 6
activity (tocompel the user to do something), four triggers of micro-
I interactions.
II Rapid prototyping techniques: Tools and methods of rapid 6
prototyping foridea generation Crazy 8, Scamper, 6 thinking hat

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III Multi-Screen Interaction design:Service design case 9


studies -ATM/Healthcare for multi-screen interaction design,
Practice & Project based
IV Designing for futuristic technologies: Interaction design for
gesturecontrols. Designing interactions for futuristic technologies – 9
voice, AI Project
based on sound/voice and gesture controls
V Emotional Design:7 types of emotions- Example as case study for
eachemotion. Develop your own emotional study on any 6
product/situation. How to
manage emotions in interaction design? E.g.: Nostalgic in social
media(Facebook feature)
VI Project: Apply the concepts learned through a selected problem 9
statementand industry segment- implement through practice on
tools- Figma, AdobeXD,
Invision

Reference Books
SN Name of the book Author Edition / volume
1. Microinteractions: Designing with Details (Dan Saffer)
2. Designing Web Interfaces, Principles and (Bill Scott and Theresa Neil)
Patterns for Rich Interactions

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 2
2 2 2 1 1 1 2 1 1 2 3

CO2 1 2 1
1 1 3 1 1 1 1 3

CO3 2
2 2 2 1 1 3

CO4 1 1
1 2 1 2 1 2

CO5
2 1 1 1

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CO6
1 1 1 2 2
1- Low 2- Med 3- High

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L T P C
Minor Project/ Studio Work I
0 0 2 1

Minor Project/ Studio Work I


Course Title

Level Undergraduate

Credits 1

Course Category PS

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Provide students with practical experience in applying user experience design principles and
CLO 1. methodologies to a focused design project and develop students' skills in conducting user
research, ideation, prototyping, and testing within the context of a minor project.

Course Outcome: At the end of the course, student will be able to


Apply user experience design principles and methodologies to solve a specific design problem within
CO 1. a minor project.
Conduct user research activities, such as interviews, surveys, and observations, to gather insights
CO 2. and understand user needs.

Syllabus Details
I 15
The Minor Project/ Studio Work I provides an opportunity for
students to apply the user experience design principles and
methodologies they have learned in a real-world context. It allows
them to put their skills into practice and gain hands-on experience
in solving design problems. Students work as part of a
multidisciplinary team during the Minor Project/ Studio Work I. This
promotes collaboration and effective communication skills, as they
learn to work with others who may have different perspectives and
expertise. They gain experience in working in a team-based
environment, which is essential in the professional world.

Overall, the Minor Project/ Studio Work I provides students with a


valuable opportunity to integrate and apply their knowledge and skills

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in a practical setting, preparing them for the challenges and demands


of the professional world in the field of user experience design.

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 2 2 1 2
3 3 2 1 2 1 2 2 2 1 1

CO2 1 2
1 2 1 3 1 2 1 2 1 2 1 1
1- Low 2- Med 3- High

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L T P C
UI Development Advance
1 1 2 3

UI Development Advance
Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Explore Advanced UI Development Concepts: Students will explore advanced concepts in UI
development, including but not limited to responsive design, mobile-first design, accessibility,
CLO 1. performance optimization, and the latest UI development frameworks and technologies. They
will gain a deep understanding of these concepts and how they impact the overall user
experience.

Course Outcome: At the end of the course, student will be able to


Gain conceptual understanding of the guidelines for front end developer and back-end developer
CO 1. Comprehend the language of designers and developers
Implement the knowledge of visuals to working development
CO 2.
Perform tasks on tools
CO 3.
Students will be able to apply advanced UI development concepts, techniques, and best
CO 4.
practices in real-world projects
Students will understand the importance of cross-browser and cross-platform compatibility
CO 5.
in UI development.
To understand the HTML and CSS for the creation of landing pages.
CO 6.

Syllabus Details
Understanding web technology: Getting started with Web 9
Technologies?How do web backend & frontend work? What are
I different Web technologies?
Understanding HTML, CSS and JavaScript

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II HTML, CSS, Bootstrap: Implement Visuals to Working 6


Development through HTML, CSS Colours, Gradients, Web fonts,
Dropdowns etc, What is Bootstrap? Bootstrap Buttons, Bootstrap
Alerts, Bootstrap Wells, Bootstrap panels,
Bootstrap Well Groups, Bootstrap Forms
III Getting Started with jQuery, ReactJs & AngularJS: jQuery 6
Syntax, Selector,Event, Fade, Animate etc, Getting started with
ReactJs: React ES6, React JSX,
React Components, Props, State etc.
VI Project Work: Project in front end development using HTML, CSS and 18
other UIdevelopment technologies
HTTP and SQL Application: Getting started with AngularJS: Expression, 6
V Modules,Directives, Services, HTTP, SQL etc

Reference Books
SN Name of the book Author Edition / volume
1. Responsive web design with HTML 5 and Ben Frain
CSS 3
2. CSS mastery: Advance web standards Andy Budd
Solutions

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 2 2 1 1 1 1 1 1 1 2 1 2

CO2 1 1 3 1 1 2 2 1 2 1 1 1 1 1

CO3 1 2 2 2 1 1 1 2 1 2

CO4 2 2 2 2 2 1 2 2 2 2 2 2 1

CO5 1 1
1 2 2 1 1

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CO6 2
2 1 1 1 2
1- Low 2- Med 3- High

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L T P C
Usability Testing
1 1 2 3

Usability Testing
Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Provide comprehensive understanding of various usability testing methods and
CLO 1. techniques and enable students to analyze and interpret usability testing data toidentify usability issues
and areas for improvement.

Course Outcome: At the end of the course, student will be able to


Learn the process of conducting usability tests Learning steps for digital products
CO 1.
Learning Preparations for usability testing Understanding Usability testing methodologies
CO 2.
To able to Conduct the Usability testing and document it
CO 3.
Understanding Usability testing methodologies
CO 4.
Learning steps for digital products
CO 5.
Plan and conduct effective usability testing sessions, including task design and participant
CO 6. recruitment

Syllabus Details
Process of Usability testing: What is Usability testing, Types of 9
testing,
I Learning the steps to test different types of
products/service/methods-planning, executing, information gathering
and documentation, case studies
II Usability testing for Digital products: Learn how to create 9
questionnaires,test cases and test moderation. Preparing for the

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testing of
products, Understanding people’s psychology and Behavior
III Tools and Techniques of Usability Testing: Usability testing 12
methodologies
– task based user testing, A/B testing, lab-based user testing, remote
usertesting, moderated & un-moderated user testing
IV Project Work: Project work on Usability Testing- students will pick up 15
a real-life digital application and conduct end-to- end usability
testing on the
product and submit a report for evaluation.

Reference Books
SN Name of the book Author Edition / volume
1. Handbook of Usability Testing: How to Jef rey Rubin,Dana Chisnell ,
Plan, Design, and Conduct Ef ective Tests
2. The complete guide to user testing
websites, apps, and prototypes- User
testing free ebook

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 3 3 1 1
2 1 1 1 2 1 1

CO2 2
2 1 1

CO3 1 2
1 2 1 1

CO4 3 2
2 1

CO5 3 3
2 2 1 2 2

CO6 1 1
3 1 1 2 1 3 2

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1- Low 2- Med 3- High

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L T P C
UX & Digitalization
1 1 2 3

UX & Digitalization
Course Title

Level Undergraduate

Credits 3

Course Category PC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understand the Concept of UX in the Context of Digitalization: Students will gain a clear understanding
of the concept of user experience and how it is influenced by digitalization. They will learn about the
CLO 1.
importance of considering user needs, goals, and expectations in the design and development of digital
products and services.

Course Outcome: At the end of the course, student will be able to


Understanding different technologies
CO 1.
Be able to find and execute technologies keeping in mind user
CO 2.
To be able to perform Research and design for all industry segments using a toolkit.
CO 3.
Understanding the Role of UX in Digitalization
CO 4.
To help in understanding the Apply of UX Design Principles in the Digital Context
CO 5.
Will help students in Analysing User Behavior and Gathering Insights
CO 6.

Syllabus Details
UX and digitalization in different industry segments:
Understand by casestudies how technology and digitalization is 15
I transforming different industry
segments, BFSI, manufacturing, retail, automotive, media, FMCG,
logistics, oil& gas.

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II Project Work: Project work on any one industry 30

Reference Books
SN Name of the book Author Edition / volume
1. EDGE: Value-Driven Digital Transformation Jim Highsmith, Linda Luu, David
Robinson
2. The New IT: How Technology Leaders are Jill Dyché
Enabling Business Strategy in the Digital
Age

Web References
S.N. Related Topic Author Web Link

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1 1
2 1 1 1 1 1 1 1 2 1

CO2 1 1 1
1 1 3 1 1 1 1 1 3

CO3 1
1 2 2 2 1 1 1 1

CO4 1 1
1 1 2 1

CO5 1
2 1 1 2

CO6 2 1
1 2 1

1- Low 2- Med 3- High

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L T P C
UX Design for Futuristic Technologies
1 1 2 3

UX Design for Futuristic Technologies


Course Title

Level Undergraduate

Credits 3

Course Category AEC

Course Prerequisite Nil

Course Co-requisite Nil


Course Nature Practical

Outcome Related Course Learning Objectives:


Understand Futuristic Technologies: Students will gain an understandingof emerging and
futuristic technologies such as artificial intelligence (AI), machine learning, Internet of Things
CLO 1. (IoT), wearable devices, augmented reality (AR), virtual reality (VR), and other cutting-edge
technologies. They will explore the capabilities, limitations, and potential applications of these
technologies in various domains.

Course Outcome: At the end of the course, student will be able to


To be able to have an understanding on futuristic technologies
CO 1.
To be able to practice and implement technologies in new ideas
CO 2.
To be able to implement after understanding on different platforms
CO 3.
Students will apply UX principles and best practices specific to designing for futuristic
CO 4.
technologies.
Students will apply a human-centered design approach to designing for futuristic
CO 5.
technologies.
Students will design intuitive and engaging user experiences for futuristic technologies.
CO 6.

Syllabus Details
I Designing for AR: What is augmented reality, Examples, Case 12
studies onaugmented reality, implementing augmented reality in
different industry
domains, Oculus Developer Project based

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II Designing for VR: What is virtual reality, Examples, Case studies 9


on virtualreality, implementing augmented reality in different
industry domains, Oculus
Developer Project based
III Introduction to Internet of things (IOT): What is Internet of 9
things,Examples, Case studies on IOT.
IV IOT Implementation: Implementing IOT in different industry domains 6
Projectbased
V Project Work 9

Course
Program Outcomes Program Specific Outcomes
Outcome

1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9

CO1 1
1 1 1 1 1 2 3

CO2 1 1
1 1 3 1 1 1 1 3

CO3 2 1
2 2 2 2 1 1 3

CO4 1
1 1 1 1 2 2 1

CO5 1 2
2 2 1 1 1

CO6 1
1 1 1 2
1- Low 2- Med 3- High

B. Des (Digital Product Design)


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