x
UI/UX DESIGN
SWDUX301 DESIGN UI/UX
Competence
RQF 3 Lear
Level: ning
100
Credit 10
s:
Secto ICT & MULTIMEDIA
r:
Trade SOFTWARE DEVELOPMENT
:
Module Type: Specific
Curriculum: ICTSWD3001- TVET Certificate III in Software Development
Copyright: © Rwanda TVET Board, 2022
Issue Date: June 2022
1200
Purpose This module describes the skills, knowledge and attitude required to
statemen design UI/UX for software and web applications.
t At the end of this module, the students will be able to Analyse User
Experience through defining User journey the trainees will be able to
design software Mockup.
Delivery Training delivery 100 Assessment Total
modality
% 100%
Theoretical content 20% 30%
Practical work:
Group 30% Formative
project 50%
assessment 70%
and
80%
prese
Individual 50%
project
/
Summative Assessment 50%
Elements of Competency and Performance
Criteria
Elements of Performance criteria
competence
1. Analyze user 1.1 UX Research is properly performed
experience based on user requirement and project
goals
1.2 Brand identity is properly analyzed
based on project branding assets
1.3 Tasks are properly defined based
on research
findings
1.4 End user pain points are
appropriately identified based on
research findings
2. Define the user 2.1 User story is properly defined based
on user
requirements
2.2 User personas are properly defined
based on user stories
2.3 User journey is properly mapped
based on user stories
2.4 UX brief is properly prepared based
research
findings
3.Design Mockup 3.1 Design tools are properly identified
based on project requirement
3.2 Wireframe is concisely designed
based on user stories
3.3 Mockup is properly designed in line
with client
needs, project requirements, user
needs & brand
3.4 Prototype is properly presented
based on designed mockup
Course content
Learning outcomes At the end of the module the learner will
be
able to:
1. Analyse User Experience
2. Define the User
Learning outcome 1: Analyse User 3. Design
Learning Mockup
hours: 30
Experience
Indicative content
● Definition of Key Concepts
ü User experience
ü User experience research
ü Research Findings
● Description of UX Research
ü UX Research Methods and Approaches
ü Benefits of UX Research
ü UX Researcher role and Responsibilities
ü Types of UX Data
Quantitative UX Data
Qualitative UX Data
ü Steps of UX Analysis
Identification of user issues
Organization of UX data
Looking for recurring issues
Prioritization of fixes
Sharing of findings and
recommendations
Building and testing new features
● Analysis of Brand Identity
ü Definition
Brand
Brand Identity
ü Identification of brand design principles
ü Identification of Brand Personas
ü Identification of Brand Competition
● Definition of Tasks
ü Understand product specifications and user psychology
ü Interpret data and qualitative feedback
ü Create user stories, personas, and storyboards
ü Define the right interaction model and evaluate its
success
ü Develop wireframes and prototypes around customer
needs
ü Find creative ways to solve UX problems (e.g. usability,
findability)
ü Work with UI designers to implement attractive designs
ü Communicate design ideas and prototypes to developers
ü Levels of end user pain points
Interaction-level pain point
Journey-level pain point
Relationship-level pain point
Resources required for the learning outcome
Equipment Computer
Projector
White-Board
Materials Markers
Internet
Papers
Pencils
Pens
Tools Figma
Trello
Adobe XD
Facilitation Demonstration and simulation
techniques Individual and group work
Trainer guided
Group discussion
Formative Written assessment
assessment Presentation
methods /(CAT) Product assessment
Learning outcome 2: Define the user Learning hours: 30
Indicative content
● Definition of key terms
ü User story
ü User personas
ü User journey
ü UX brief (UX project brief)
● Creation of user story
ü Characteristics of user story
ü Benefits of user stories
ü Create user story
● Identification of user personas
ü Importance of user personas
ü Characteristics of user personas
ü User personas in design process
Understand (Empathize, Define)
Explore (Ideate, Prototype)
Materialize (Test, Implement)
ü Steps of creating user personas
● Creation of user journey
ü Types of user journey map
UX journey map
Sales journey map
Customer experience journey map
ü Elements of a user journey map
Persona
Scenario
Stages of the journey
User actions
User emotions and thoughts
Opportunities
Internal ownership
ü Create user journey map
● Perform UX Research
Resources required for the indicative content
Equipment Computer
Projector
White-Board
Materials Markers
Internet
Papers
Pens
Tools Figma
Trello
Adobe XD
Facilitation Demonstration and simulation
techniques Individual and group work
Practical exercise
Trainer guided
Group discussion
Formative Written assessment
assessment Performance assessment
methods /(CAT) Product based assessment
Learning outcome 3: Design Mock-up Learning hours: 40
Indicative content
● Description of Key Concepts
ü User interface
ü User experience
ü Importance of UX/UI design the software development
ü Important principles of user experience design
Clarity
Consistency
User control
Comfort
Ease of Use
Accessibility
ü UX design process key phases
ü Wireframe
ü Mockup
ü Prototype
ü Distinction from wireframe, mockup and prototype
ü Information Architecture
ü Design thinking process
ü User-centered design
ü Usability
ü 3-Clicks rule
ü Feedback
● Use of Figma prototyping tool
ü Setup Figma
ü Figma interface
Canvas
Frames
Menu
Layers
Design Panel
Pages
Inspect Panel
Options
Prototype
Assets
ü Figma Mirror
● Sketch wireframe
● Sketch mockup
ü Setting up files
Creating file
Create and edit frames
Creating pages
ü Management of layers
ü Application of contents in design
adding predefined shapes
Add custom shapes
Pen tool
Add Images
Masking
Effects and blending
Strokes
Management of layout (Auto-layout, Grid, Row,
Columns)
Application of element alignments
ü Creation of color palettes
ü Creation of components
Reusable input components
Reusable checkbox and radios
Reusable button components
Content cards
ü Application of mockup design
Content sections
Navigation bar
Sidebar menu
Dropdown menu
Design simple online shopping platform with Items listing, cart,
checkout
Design authentication pages
Design a B2B platform
ü Test design using Figma Mirror
● Presentation of Prototype
ü Starting prototyping
ü Adding interactivity to the design
ü Present Prototype
Resources required for the indicative content
Equipment Computer
Projector
White-Board
Materials Markers
Internet
Papers
Pens
Tools Figma
Trello
Adobe XD
Facilitation Demonstration and simulation
techniques Individual and group work
Practical exercise
Trainer guided
Group discussion
Formative Written assessment
assessment Performance assessment
methods /(CAT) Project based assessment
Integrated/Summative assessment (For specific
module)
Integrated situation
BE-WISE is an NGO with the mission of promoting education in Rwanda especially
in TVET
schools, their office is located in GASABO District and they have organized a
competition
of the innovative project for students from different TVET schools. But they have a
problem
of collecting the student’s applications from every school. They suggest having an
MIS that
will facilitate the students to apply and find more information about the
competition.
So, they want to hire a user experience (UX) designer that will create a mockup
and then
present the prototype for that MIS. As a UX designer, you are requested to create
a mockup
decisions on the student applications in order to notify the accepted and rejected
projects.
The students will be able to know whether s/he has been selected or not.
The system should be easy to use and adhere consistency in designs.
This work is supposed to be done in 8 hours.
Resources
Tools Figma
Trello
Adobe XD
Equipment Computer
Materials/ Consumables Papers
Pens
Pencils
Assessment Observation Marks
Assessable criteria allocation
Indicator
outcomes (Based on Yes No
performance
Analyze Brand Tools are 5
user identity is selected
experience properly
analyzed Brand 5
(15%) based on identity is
project defined
branding
End user User pain 5
pain points points are
are identified
appropriate
Define the ly User storyUser
is story 3
user defineproperly
based is
d requirements
user defined
(30%) User story 6
is
Brand 5
competitions
are
User personasBrand
are 5
properly defined
personas are
identified
User journey User journey 6
is is
properly UX brief is 5
mapped prepared
based on
Design Design tools Tools are 2
Mockup are selected
properly
(55%) identified
Wirefram 5
e
concisely designed
Wireframe is
based on user
stories designed
Mockup is Figma 3
properly prototyping
designed in tool is used
line with Files are set 5
client needs,
Layers are 5
project
managed
requirement
s, user Application 5
needs & design are
brand applied
identity
Components 5
are created
Mockup 5
design is
applied
Test design 5
using Figma
Mirror is
done
Prototype is Prototype is 5
properly created
presented
designed Interactivity 5
mockup to the
design is
added
Prototype 5
design
ipresented
Total marks 100
Percentage Weightage 100%
Minimum Passing line % (Aggregate): 70%
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