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PGD in Experience Design (UI/UX Design)

PGD in Experience Design (UI/UX Design) | (1 year)
Programme Overview

Awarded by: Tata Institute of Social Sciences - Deemed University under Section 3 of the UGC Act, 1956.

The overall Objective is to develop professionals with hands on abilities for providing apt and versatile solutions in the UX-UI Industry in India. The vision is to build a professional work culture-oriented programme that would simulate industry scenario and strengthen self-driven learning to enable the graduates adapt to socio-economic, technological and professional changes in the future.
The programme will create a flexible, hands on programme that can address the needs of the industry in primary two areas- 1) Contextual application of technology for problem solving in the UX-UI domain and 2) Develop content for new technology and create a humanized narrative for building unique user experiences.

One year Post Graduate Diploma programme in Experience design (UI/UX Design) has been conceived to arm both recent graduates & working professionals to rethink user experience for an emerging future.

In the recent past the world of interactivity has taken a leap from buttons to touch-screen to now voice. This integrated experience has made the digital and analogue word seamless. An immersive learning-response system is triggering an enormous change in social behaviour.

A graduate of the programme will be able to look at the four core values of Experience and Interaction Design in the new age:

  1. Immersive & Augmented reality driven experiences and interaction
  2. Situational learning & response for optimized interfaces and a better user experience
  3. Narrative as the driver to create ideal learning response systems in digitally integrated domains
  4. Optimum utilisation of the machine intelligence & learning to ensure contextual and empowered decision making

Overview of the Indian UI-UX Industry:

From the time of early dot com boom and bust in late 90s continuing till 2001, a robust framework in business has altered the way Information and Communication Technology (ICT) has changed the topology of digitally driven businesses and industries. From initially coveted prospects of a Usability Engineer and Graphic User Interface (GUI) Designer to the demand of professionals with encompassing ability to understand information architecture, User Interface, Task flow and heuristic analysis. The demands off a UI_UX Designer has also broadened to include ethnographic studies, Design research and so on.

There was a growing feeling at the end of 2016 that UI- UX will not survive as a Design profession and may succumb to the rapid advance of Artificial Intelligence, Augmented and Virtual reality. Also, the traditional visual based interfaces were in question as the visual understanding require certain pre-requisites (and at times specific language or culture). However, it was at the same time the new breed of Designers for the industries were being defined. It was essential to define the new designers as the primary link between various components like research, information architecture, user interface and user interaction Design. They were also expected to understand the basic coding that enables the Designer to understand the product realization better. It was also necessary for the designer to understand large design framework and have a systems overview to ensure end to end solution, particularly in the service sector like Health.

Employability
The graduates of the programme will be acquiring a holistic view of digital integration, whether its booking bus tickets or buying groceries online. They would be able to visualise and build user experience to address essential services. The learners will be armed with tools and techniques to develop products with digitally enhanced and integrated interfaces. The graduates would be able to develop user experience narratives and apply them in the industry demanded framework. The abilities of a graduate will also be to conduct user research, develop suitable graphic user interfaces, design narratives for web and mobile based applications and create suitable content guidelines for interactive media, whether visual or audio based.

The graduate of the programme could seek opportunities in the following sectors:

  • UI- UX industry- as Interaction and Experience Designer/ Design Researcher/ Design Process facilitators/ Digital Ethnographers
  • Manufacturing Industries- Human-machine Interface developers/ Process Enhancement Designers/ Logistics Support system (interface and interaction) developers
  • Financial, health and other service sector institutions
  • e- Commerce and Digital marketing
  • Interactive media applications (such as online learning), Integrated space and experience design such as museums/Hotel interiors/ Installations and New media art/ public spaces requiring information and learning-response (Airports/ Secretariats), integrated experiences such as tourism

Course Structure
The programme will prepare the students in learning to learn and adapt to socio-economic evolution; and apply the emerging technology as a driver to create digitally aided experiences. The core strength of the curriculum will be to enable the learners with very strong conceptualization ability, based on user context and technology adaptation. They will be able to build a narrative that leads to better experiences and interfaces. The project driven curriculum will focus on understanding user context through thorough research and feedback cycles and create seamless experience; whether through touch, voice or other emerging interaction techniques. The curriculum will introduce the learners to tools and techniques for visualizing context driven solutions, effective learning-response systems for optimizing interaction and guide creation of a immersive digital experience. An elective based learning system would encourage and support the learners, depending upon their inclinations, visualize digitally enhanced products, processes and spaces.

In the recent years, the industry’s demand is to have Human Resources who has a great overview of the scenario and could adapt her approach to tasks fitting into the larger picture. This requires a systems perspective which would be integrated in all inputs and projects. A big shift in the industry is demand for people who could fit into multiple roles and very large teams. To ensure team building and coworking, the curriculum would emphasize on assignments that assist the learners to understand and practice such skills that enhances their employability.

Pedagogy and Delivery approach
The programme will follow the concept of blended learning that would give more weightage on hands on, application-based learning. The face-to-face sessions will be conducted by practicing professionals as workshops to provide the fundamentals and initiate classroom projects. The anchor faculty members would guide and support the students, in consultation with the relevant expertise for completion and evaluation of the project. The learners are expected to complete certain technical subjects on their own and through an online off-line peer review process. To support such peer learning, there will be collaborative projects with the existing academic constituents; group project will be encouraged within the programme to facilitate peer learning.

To build the learners as professionals, the learning-teaching method will be in form of co-creation, consultation and workshops than regular classroom approach. In this method, every course will have a briefing and a debriefing session; the frequency would depend upon the length of modules and units as well as be aligned to theory or practical orientation of inputs.

Types of Courses: Over their Program of study students will have the following types of courses:

  1. General Education Courses: These courses would be aimed to develop a world view; allied skills and knowledge of the trade as well as to debate future scopes
  2. Core Courses: These courses are mandated to build essential requirements for professional practice and enable the learners to become design decision makers; develop ability to logically conclude and deploy solutions effectively.

Overview of the course structure: :

SEMESTER 1

Sem

Sr No.

Course

Type of Course

Theory Credits

Practical Credits

Total Credits

Total Hours

1

1

Research Methodology

General education

2

0

2

30

2

Visualization Tools and Techniques

Core

0

4

4

120

3

Understanding Aesthetics

Core

2

0

2

30

4

Design Principles

Core

0

2

2

60

5

User Research

Core

2

0

2

30

6

Cognitive Ergonomics and its applications

General Education

4

0

4

60

7

Design Process (Project 01)

Core

0

4

4

120

8

Prototyping Techniques (Project 02)

Core

0

4

4

120

 

Total

 

10

14

24

570

SEMESTER 2

Sem

Sr No.

Course

Type of Course

Theory Credits

Practical Credits

Total Credits

Total Hours

2

1

Semiotics, Semantics and Symbology

General Education

4

0

4

60

2

Learning-Response Systems and Human-Machine interface

Core

4

0

4

60

3

User Interaction for Mobile and Web (Project 03)

Core

0

4

4

120

4

Understanding New Media

Core

2

0

2

30

5

Interaction Design

Core

0

2

2

60

6

User Experience Design (Project 04)

Core

0

4

4

120

7

User Experience Design for Emerging Technology (Project 05)

Core

0

4

4

120

 

Total

 

10

14

24

570