Course Title: Create user interfaces

Part B: Course Detail

Teaching Period: Term1 2016

Course Code: VART6061C

Course Title: Create user interfaces

School: 650T Vocational Business Education

Campus: City Campus

Program: C6102 - Advanced Diploma of Business (Public Relations)

Course Contact: Sally Parrott

Course Contact Phone: +61 3 9925 5175

Course Contact Email:

Name and Contact Details of All Other Relevant Staff

Nominal Hours: 50

Regardless of the mode of delivery, represent a guide to the relative teaching time and student effort required to successfully achieve a particular competency/module. This may include not only scheduled classes or workplace visits but also the amount of effort required to undertake, evaluate and complete all assessment requirements, including any non-classroom activities.

Pre-requisites and Co-requisites


Course Description

A person who applies the skills and knowledge outlined in this unit works to technical and creative specifications provided by a user interface designer or other designers.

There is scope for individual creativity because a person in this role is expected to generate a range of design options that respond to concepts documented in design specifications. However, these ideas need to demonstrate a sound understanding of user-centred design principles, as well as comply with standards that apply to the specific platforms on which the user interface will be run.

National Codes, Titles, Elements and Performance Criteria

National Element Code & Title:

CUFDIG403A Create user interfaces


1. Clarify project requirements

Performance Criteria:

a. Use design specifications in consultation with relevant personnel to clarify the target user, audience and purpose of interactive media products
b. Obtain samples of text content and media assets to be integrated into user interfaces
c. Determine file output format for delivery platform of interactive media products


2. Generate ideas

Performance Criteria:

a. Research interactive media product user interfaces, designs, images, artwork and other creative sources that may inspire design ideas
b. Obtain other relevant information that may influence or be incorporated into design ideas
c. Determine need for copyright clearance and identify potential for fair use of copyright material
d. Obtain and record copyright clearance if required
e. Use sketches and concepts in specifications as the basis for generating range of design ideas that are technically feasible and provide creative solutions to all design issues
f. Present interface design ideas to relevant personnel for discussion and feedback


3. Plan approach

Performance Criteria:

a. Select final design, incorporating feedback from relevant personnel as required
b. Identify range of appropriate industry-standard graphics software
c. Discuss and select graphics software with relevant personnel to ensure selection meets specified outcomes
d. Explore range of typographical and visual design elements that could be used in development of interface designs


4. Produce user interfaces

Performance Criteria:

a. Use graphics software to develop structure for user interfaces based on final design concepts
b. Source or create and integrate all graphic interactive components
c. Apply visual design and communication principles to the development of user interfaces
d. Ensure that user interfaces meet the principles of user-centred design and relevant standards
e. Ensure that user interfaces enhance the display of digital content
f. Document styles for text and presentation for use in style sheets and templates or themes
g. Save user interfaces in an appropriate output format that satisfies technical parameters in consultation with relevant personnel


5. Evaluate user interfaces

Performance Criteria:

a. Review user interfaces to assess effectiveness of creative solutions, appropriateness to the user and audience, and technical feasibility
b. Discuss and confirm with relevant personnel additional requirements or modifications to the overall design and undertake any necessary amendments

Learning Outcomes

This unit describes the performance outcomes, skills and knowledge required to create a user interface for an interactive media product.

Details of Learning Activities

A number of learning activities are incorporated in the in-class delivery, such as:
Individual tasks and exercises, e.g.: students have to use mindmapping software to document their brainstorms
Group work exercises, e.g.: students have to develop a concept as a response to a scenario/problem.
Online user testing
Online collaboration and conferencing
Brainstorm sessions
Probing questions

Teaching Schedule

WeekWeek CommencingTopicsAssessments
1 8/2 What are User Interfaces?
Induction to the course
Meet your teacher and class
2 15/2 Introducing User Experience
Presentation and exercises to introduce the concept of UX (User Experience). What is it and why is it so important?
3 22/2 Evaluate User Interfaces
Usability Heuristics and how to assess effectiveness, appropriateness to the user and audience and technical feasibility.
4 29/2 Big Data
Analytics and Infographics
Examine the kind of data being collected. Examine how it can be used to create interesting and useful user interfaces.
5 7/3 Big Data
Analytics and Infographics
Examine the kind of data being collected. Examine how it can be used to create interesting and useful user interfaces.
Assessment 1 submission due:
Sunday, 11pm
6 14/3 In class presentations Assessment 1 Presentation In class
7 21/3 Brainstorming
Look at different brainstorming techniques and idea generation.
Plan approach: design selection, graphic software choice, explore typographical and visual design elements.
Paper prototypes: concept sketches including functional areas and design specifications.
- 25 March – 3 April - Mid-Semester Break - -
8 4/4 Graphics - Branding your App
Design and create a logo
Create a style guide
9 11/4 Use Software to Develop Prototypes Part 1
Apply visual design and communication principles to the development of user interfaces.
Examine software tools, including tutorials on software techniques.
UX tools.
10 18/4 Use Software to Develop Prototypes Part 2
More time will be spent on giving students a chance to get accustomed with the software.
11 25/4 Applying the Software
Every pair will work on their assessment. The teacher will support.
12 2/5 User Testing
Exercises to prepare for pitching to client which is very different to an informative presentation.
Students Apps should be in the final iteration stage, ready for in class feedback
Assessment 2 submission due:
Sunday, 11pm
13 9/5 In Class Presentations Assessment 2: In Class Presentations
14 16/5 Preparation for Test
Preparation for Assessment 3 (Test)
15 23/5 Assessment 3 - In Class Test
Individual test on Blackboard
Assessment 3 - Due In Class

Learning Resources

Prescribed Texts


Other Resources

Overview of Assessment

Students must demonstrate an understanding of all elements of a particular competency to be deemed competent. Assessment methods have been designed to measure achievement of each competency in a flexible manner over a range of assessment tasks.

Assessment will incorporate a variety of methods including assignments, journals, presentation and written or test. Students are advised that they are likely to be asked to personally demonstrate their assessment work to their teacher to ensure that the relevant competency standards are being met.

Assessment Tasks

Students are required to complete 3 tasks. All tasks must be completed successfully to be deemed competent in this unit.

Assessment 1 – Presentation: Examination/User Report
Individual, due: Submission on Blackboard – week 5, Sunday, 11pm, Presentation – week 6, in class
Individually, students will examine and test a real user Interface of an app. This interface will be one that helps to manage data sets (such as tram tracker or webjet). Students are then to produce a detailed analysis report to be uploaded to Blackboard and delivered in class. This presentation will cover all aspects of the user experience, that include the words that users have to interact with, the visual representations the user interacts with on the interface including, typography, diagrams, icons, and other graphics. The space with which the user or users interact, the content that changes over time such as sound, video, or animation, and the behaviour defines the user’s actions/ reaction to the interface and how they respond to it.

Assessment 2 – User Interface Design
Group, due: Submission on Blackboard – week 12, Sunday, 11pm, Presentation –Week 13, in class
Working in pairs, the second assessment will focus on the design and creation of a professional prototype of a User Interface. This project will involve a range of research and technical tasks to be completed using various software tools you will be introduced to and trained in in class. You will develop a concept for a commercially viable app and design the user interfaces for the various stages. The aim of the user interface is to make the user’s interaction as simple, efficient, enjoyable and perhaps even fun as possible. Your final prototypes will be presented in class.

Assessment 3 – Online Test
Individual (Due in class Week 15)
Individually students will complete an online test in class. You will need to show a solid understanding of key material covered over the semester including User Experience (UX), digital platforms, and prototyping software.

Assessment Matrix

Course Overview: Access Course Overview