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K L Deemed to be University

Department of Computer Science & Engineering


Course Handout for Y18 Batch
A.Y.2020-21, ODD Semester

Course Title : Visual Programming and HCI(UI/UX)


Course Code : 18CS3233
L-T-P-S Structure : 2-0-2-0
Credits :3
Pre-requisite : NIL
Course Coordinator : Mr D. Bhanu Kiran

Operational Course
: NIL
Coordinator:

Teaching Associates : Mr. D. Bhanu Kiran

Course Objective : This course aims at providing a comprehensive knowledge on the Real-Time
Scenario’s and from the basics to Understanding. UX mainly focus on how user will engage with the application,
which is difficult to understand. User Experience deals with the research, testing, development, and content to
develop Quality Interaction between the User and Products. UI design or User interface Engineering is the design
of websites, Computer, Appliances, mobile communication devices and apps mainly focusing on user experience
and interaction

Course Rationale : The purpose of learning this course is to acquire knowledge about creating a different
Websites using UI and UX Skills, Integrate UX Research and UX Design to create great products through
understanding user needs, rapidly generating prototypes, and evaluating design concepts

COURSE OUTCOMES (COs):

CO# Course Outcome PO/PSO BTL

Understand and discuss what is UI and UX


CO1 design process. PO4, PO9 2

Understand and discuss what UI is and how


CO2 it differs from UX, design principles of UI.
PO11, PO1 3

Understand and discuss about Components


CO3 PO1, PO4 4
of UI design process, Interactive Devices.
PSO2, PO5,
CO4 Develop applications using Adobe Xd tool. 4
PO11

CO5 Designing Wireframes Using Adobe XD PSO2 4


COURSE OUTCOME INDICATORS (COIs):// I need to add CO4 IN ROW ALSO
// How many co1 number is there must be same COI’s

Course
Highest COI-1 COI-2 COI-3
Outcome COI-4
BTL (BTL1) (BTL2) (BTL3)
No. (BTL3)

Define and list the out


Elements of UX Design, Understand about Heuristic
CO 1 2 Evaluation, user, Persona,
Customer Journey Map,
Core Research. Empathy.

Demonstrate Data
Define about UI and UX, Display, Guidelines for
Goals of UI Design, Data Entry, Balance of
Motivations for Human Automation and Human
CO 2 3 Factors in Design, Control.
Theories, principles and Organizational Design to
Guidelines- High level Support Usability: the 3
Theories, 3 principles pillars of Design, Expert
Reviews

Define about Menu


Selection, Form Filling,
Dialog Boxes-
Introduction, Task Related
Organization, Item knowing Navigation
Presentation Sequence, of elements in a
Response time and wireframe and
CO 3 4 Display Rate, Fast Understand about material.io different layouts,
Movement through menus, Setting up a project
Understand about in adobe illustrator
Interactive Devices,
Specification methods,
Interface Building tools,
Evaluation and critiquing
tools.

CO 4 4 Understand about Adobe Design Adobe XD UI


XD project, what is UI VS applications using, Introduction to
UX Vs product Designer Wireframing Low Fidelity, Adobe XD, Setting
Type, colour & Icon Up A Project in
features. Adobe XD, Creating
Develop UI and Importing
applications by Graphics, Adding
taking help of Images and Text,
Drawing, Images, Organizing Content,
Asset Panel, Micro Working with
Interactions, Voice Assets and CC
Interactions. Libraries, Creating a
Prototype, Using
Effects, Repeat
Grids, and
Responsive Resize,
Previewing a
Prototype
C05 4

PROGRAM OUTCOMES

Po
Program Outcome
No.
Engineering Knowledge :An ability to apply knowledge of mathematics, science, engineering
PO1 fundamentals and an engineering specialization for the solution of complex engineering problems in
engineering
Problem Analysis :An ability to identify, formulate, research literature, analyze complex engineering
PO2 problems in mechanical engineering using first principles of mathematics, natural sciences and
engineering sciences
Design/ development of solutions :An ability to design solutions for complex engineering problems and
PO3 system component or processes that meet the specified needs considering public health & safety and
cultural, societal & environment
Conduct investigations of complex problems :An ability to use research-based knowledge and research
PO4 methods including design of experiments, analysis and interpretation of data and synthesis of the
information to obtain solutions to engineering problems
Modern tool usage :Ability to create, select and apply appropriate techniques, resources and modern
PO5
engineering activities, with an understanding of the limitations
The engineer and society :Ability to apply reasoning informed by the contextual knowledge to assess
PO6 societal, health, safety, legal and cultural issues and the consequent responsibilities relevant to the
professional engineering practice
Environment and sustainability Ability to demonstrate the knowledge of engineering solutions,
PO7 contemporary issues understanding their impacts on societal and environmental contexts, leading
towards sustainable development
Ethics : An ability to apply ethical principles and commit to professional ethics and responsibilities and
PO8
norms of engineering practice
Individual and teamwork :An ability to function effectively as an individual, and as a member or leader
PO9
in diverse teams and in multi-disciplinary settings
Communication :Ability to communicate effectively oral, written reports and graphical forms on
PO10
complex engineering activities
Project management and finance :Ability to demonstrate knowledge and understanding of the
PO11 engineering and management principles and apply those one’s own work, as a member and leader in
team, to manage projects and in multi-disciplinary environments
Lifelong learning an ability to recognize the need for and having the preparation and ability to engage
PO12
independent and life-long learning in broadest context of technological change
PSO1 An ability to design and develop software projects as well as Analyze and test user requirements.
PSO2 An Ability to gain working Knowledge on emerging software tools and technologies.
SYLLABUS:

Introduction to UX: Introduction to UX, Elements of UX Design, Core Research, Heuristic Evaluation, who is the
User, Persona, Customer Journey Map, Empathy, Business Model and Strategy, understanding various technology
and devices enabling technology. Introduction To UI: Human Factors of Interactive Software: Goals of System
Engineering, Goals of UI Design, Motivations for Human Factors in Design, Accommodation of Human Diversity,
Goals of our Profession. Theories, principles and Guidelines- High level Theories, Object Action Interface Model,
3 principles, Guidelines for Data Display, Guidelines for Data Entry, Balance of Automation and Human Control.
Organizational Design to Support Usability: the 3 pillars of Design, Development Methodologies, Ethnographic
Observations, Participatory Design, Scenario Development, Social Impacts, Legal Issues, Expert Reviews,
Usability testing, Survey Components of UI & Effective UI Design Process: Menu Selection, Form Filling, Dialog
Boxes-Introduction, Task Related Organization, Item Presentation Sequence, Response time and Display Rate,
Fast Movement through menus, Menu Layout, Form Filling, Dialog Boxes, Interactive Devices, Specification
methods, Interface Building tools, Evaluation and pretty critiquing tools, material.io. Designing UI Using Adobe
XD Tool: Getting started with your Adobe XD project, What is UI VS UX Vs product Designer, Wireframing Low
Fidelity, Type, colour & Icon Introduction, Prototyping a website introduction, Symbols & Repeat Grids,
Prototyping a app- Introduction, Colours, Drawing, Images, Asset Panel, Micro Interactions, Voice Interactions,
User Testing

Textbook(s):
1. Designing the User Interface: Strategies for Effective Human Computer Interaction, SHNEIDER, Third
Edition.
2. UI is Communication—Everett N McKay
3. The UX Book Process and Guidelines for Ensuring a Quality User Experience by REX HARTSON PARDHA S.
PYLA
4. Adobe XD CC Classroom in a Book®, 2019 release. The official training workbook from Adobe by Brain
Wood.
5. Smashing UX Design, Foundations for Designing online User Experiences.by Jesmond Allen and James
Chudley
Reference Books:
1. Designing the User Interface: Strategies for effective Human Computer Interaction 5th Edition- Ben
Schneiderman
2. The Elements of User Experience: User-Centred Design for the Web by Jesse James, Designing Interfaces by
Jenifer Tidwell
3. Human-Computer Interaction 3rd Edition by Alan Dix, Janet Finlay, Gregory D. Abowd, Russell Beale.
4. Lean UX Applying Lean Principles to Improve User Experience by Jeff Gothelf, 1st Edition, O’Reilly Media
WEB REFERNCES/MOOCS:
1. https://www.interaction-design.org/courses/user-experience-the-beginner-s-guide
2. https://uxplanet.org/
3. https://material.io/design/Software/Hardware Tools to be used in
MOOCS: 1.https://www.coursera.org/learn/ux-design-fundamentals 2.
https://www.coursera.org/learn/introtoux-principles-and-processes?specialization=michiganux
3.https://www.coursera.org/learn/visual-elements-user-interface-design 4. https://www.udemy.com/course/ui-
ux-web-design-using-adobe-xd/
Course Rationale: The purpose of learning this course is to acquire knowledge about Creating a different
Websites using UI, UX Skills, Integrate UX Research and UX Design to create great products through
understanding user needs, rapidly generating prototypes, and evaluating design concepts.
COURSE DELIVERY PLAN:

Book
Session CO COI Topic No[CH Teaching-Learning Evaluation Components
No. No][Page Methods
No]

-
COI- Course Handout, Ref
1 CO1 1 Book[2] Chalk ,PPT ,Talk
[1][3]

Introduction to UI & UX and Why it Sem-In Exam-1, End


COI- Matters? Deep Understanding of Ref Sem exam
2 CO1 1 UI & UX concept Book[2] Chalk ,PPT ,Talk
[1][19]

Sem-In Exam-1, End


3 CO1 COI- Elements of UI & UX, UX Process. 6[II][7] Chalk ,PPT ,Talk Sem exam
1 About Heuristic Evaluation.

Sem-In Exam-1, End


4 CO1 COI- UX Core Research, who is the 6[12][330] PPT ,Talk Sem exam
1 User, User Personas and creating
them
Sem-In Exam-1,
End Sem exam
5 CO1 COI- What is empathy mapping? 6[13][346] Chalk ,Talk
2 Differentiation of empathy and
sympathy and How to create
empathy map?

Sem-In Exam-1, End


6 CO1 COI- What are user journeys and User 6[10][273] Chalk ,PPT ,Talk Sem exam
2 Scenarios?
What is customer Journey
Mapping? And how to create them.
Affinity Diagram

Sem-In Exam-1, End


7 COI- What is wireframing (Low & High Sem exam
CO1 2 fidelity) 1[1][23] Chalk ,PPT ,Talk
Sem-In Exam-1, End
Introduction to UI Sem exam
8 CO2 COI- Core Principles of UI 1[1][30] Chalk ,PPT ,Talk
1 (Gestalt Principles)

Sem-In Exam-1, End Sem


CO2 COI- Eight Golden Rules of User 1[1][81] Chalk ,PPT ,Talk exam
9 1 Interface Design.
Motivation of factors in
Design
Sem-In Exam-1, End
UI/UX Psychology and its Sem exam
10 CO2 COI- principles 1[2][93] Chalk ,PPT ,Talk
2 User perceptions
Sem-In Exam-1, End
Information Architecture, User Sem exam
11 CO2 COI- flow, Task flow, Mental Model 1[3][118] Chalk ,PPT ,Talk
2

Sem-In Exam-1, End Sem


12 CO2 COI- 2 VISUAL DESIGN (Typography, 1[3][139] PPT ,Talk exam
Iconography, Color Patterns &
Color palettes)

Sem-In Exam-1, End Sem


Menu, selection, form filling and exam
13 CO3 COI- 1 Dialog boxes: Task related [1][7][250] Chalk ,PPT ,Talk
organization, Item presentation
Sequence.
Chalk, PPT, Talk Sem-In Exam-2, End Sem
Response time and Display rate. exam
14 CO3 COI- 1 Fast movement through menu’s and 1[7][266]
menu layout, Form filling and
dialog box, Interaction Design.
Chalk, PPT, Talk Sem-In Exam-2, End Sem
Specification methods, Interface exam
15 CO3 COI- 1 Building tools, Evaluation and 1[9][330]
critiquing tools., Introduction to
Adobe illustrator and material
studies
Sem-In Exam-2, End Sem
Knowing Navigation of elements in exam
16 CO3 COI- 2 a wireframe and different layouts, W.Ref 3[2] Chalk, PPT, Talk
(Setting up a project in adobe [3]
illustrator)
About various tools for designing Sem-In Exam-2, End Sem
17 CO3 COI- 2 and prototyping. 3[2][5-7] Chalk, PPT, Talk exam)
Figma and Adobe XD

Sem-In Exam-2, End Sem


COI- 2 Difference between Bitmap images W.Ref exam
18 CO3 and Vector Graphics, Different 3[2][10- Chalk, PPT, Talk
illustrator elements and their 11]
working procedure in adobe
illustrator and introduction to
wireframes
Course Handout Template for Y18 Admitted Batches

Book No[CH
Session CO COI Topic No][Page Teaching-Learning Evaluation Components
No. No] Methods

Sem-In Exam-2, End


COI- Introduction to Prototyping tools Sem exam
19 CO4 1 (Adobe XD/Figma) 5[1][32] Chalk, PPT, Talk

Sem-In Exam-2, End


20 CO4 COI- Setting Up A Project in 5[2][60] Chalk, PPT, Talk Sem exam
1 Adobe XD/Figma

Sem-In Exam-2, End


21 CO4 COI- Creating and Importing 5[3][90] Chalk, PPT, Talk Sem exam
1 Graphics, Adding Images
and Text
Sem-In Exam-2, End Sem
COI- exam
22 CO4 2 Organizing Content, Working with 5[5][175] Chalk, LTC, Talk
Assets and CC Libraries

Sem-In Exam-2, End


Sem exam
23 CO4 COI- Creating a Prototype using 5[8][305] Chalk, LTC, PPT, Talk
3 Adobe XD/Figma(Framer)

Sem-In Exam-2, End


COI- Using Effects, Repeat Grids, Sem exam
24 CO4 3 and Responsive Resize, 5[7][261] Chalk, LTC ,PPT, Talk
Previewing a Prototype

25 CO5 Project presentation and portfolio


creation

26 CO5 Project Brief, Business Model and


Strategy Case Study Explanations,.

7
Course Handout Template for Y18 Admitted Batches

SESSION WISE TEACHING – LEARNING PLAN

SESSION NUMBER: 01
Session Outcome: 1 Understand the difference between UI and UX

Session Outcome: 2 Able to differentiate with Realtime Example, understand how to use 5
planes in every product.

Tim Active Learning


e BT Teaching - Methods
Topic
(min L Learning Methods
)
5 Attendance
Course Handout, Introduction to UX and Why it 1 Board &Marker,
15 Matters? Elements of UX(5S Model) PPT, e-Lectures, e-
Notes
Clarification of doubts 1 Board &Marker,
5 PPT, e-Lectures, e-
Notes
Course Handout, Introduction to UI/UX 1 Board &Marker,
15 PPT, e-Lectures, e-
Notes
Quiz through LMS 1 Board &Marker,
10 PPT, e-Lectures, e-
Notes

SESSION NUMBER: 02
Session Outcome: 1 able to identify the Research techniques

Session Outcome: 2 Identify how to interact with user solutions, Identify Persona Map.

Tim Active Learning


e BT Teaching - Methods
Topic
(min L Learning Methods
)
Recap/popup question 1 Board &Marker,
5 PPT, e-Lectures, e-
Notes
UX Core Research, who is the User, Persona 2 Board &Marker,
15 PPT, e-Lectures, e-
Notes
5 CREATING A BREAKOUT ROOM 2 Board &Marker,
PPT, e-Lectures, e-
8
Course Handout Template for Y18 Admitted Batches

Notes
Quiz, Clarification of Doubts 2 Board &Marker,
20 PPT, e-Lectures, e-
Notes
5 Discussion/conclusion

SESSION NUMBER: 03
Session Outcome: 1 able to visualize customer journey map

Active Learning
Teaching -
BT Methods
Topic Learning
Time L
Methods
(min)
Recap/popup question PPTs, Board &
5 1
marker
Customer Journey Map PPTs, Board &
15 2
marker
CREATING A BREAKOUT ROOM Board &Marker,
5 2 PPT, e-Lectures,
e-Notes
Problems as Assignment/Quiz (ALM) PPTs, Board &
20 2
marker
5 Discussion/Conclusion -

SESSION NUMBER: 04
Session Outcome: 1 able to Differentiate between Testing and Heuristic Evaluation

Session Outcome: 2 able to know How to conduct a heuristic evaluation, Able to identify
what kind of Process to be followed.

Time Active Learning


BT Teaching -
(min Topic Methods
L Learning Methods
)
Recap/Popup 1 PPTs, Board &
5
marker
About Heuristic Evaluation, Business Model and 2 PPTs, Board &
15 Strategy Case Study Explanations. marker
CREATING A BREAKOUT ROOM 2 PPTs, Board &
5
marker
Problems on Heuristic Evaluation as 2 PPTs, Board &
20
Assignment/Quiz (ALM) marker
5 Conclusion
9
Course Handout Template for Y18 Admitted Batches

45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50
Minutes

SESSION NUMBER: 05

Session Outcome: 1 Identify how to write empathy map for any problem

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
Recap/Popup PPTs, Board &
5
marker
15 Empathy Map Introduction 2 PPTs, Board & -
marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board & -
marker
20 Problems on User Persona searches as 2 PPTs, Board & Quiz 1
Assignment/Quiz (ALM) marker
5 Conclusion - -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 06

Session Outcome: 1 End up with a human-centre problem statement

Time Topic BT Teaching-Learning Active Learning


(min) L Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Understanding various technology 2 PPTs, Board &
and devices enabling technology, marker
Design Thinking Process (6 D
Model)

5 CREATING A BREAKOUT ROOM 2 PPTs, Board &


marker
20 Problems as Assignment/Quiz 2 PPTs, Board &
(ALM) marker
5 Conclusion -
10
Course Handout Template for Y18 Admitted Batches

45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50
Minutes

SESSION NUMBER: 07

Session Outcome: 1 Able to Differentiate UI & UX

Session Outcome: 2 Understand Goals of System Engineering & UI Design

Time Topic BT Teaching-Learning Active Learning


(min) L Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Introduction to UI Goals of System 2 PPTs, Board &
engineering, Goals of User Interface marker
Design.
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Empathy map splitting as 2 PPTs, Board &
Assignment/Quiz (ALM) marker
5 Conclusion -

45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50
Minutes

SESSION NUMBER: 08
Session Outcome: 1 Identify goals and human factors of our profession

Session Outcome: 2 able to understand theories and interface model.

Time Topic BT Teaching-Learning Active Learning


(min) L Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Motivation of Human factors in 2 PPTs, Board &
Design, Accommodation of Human marker
diversity, Goals of our Profession,
Theories principles and guidelines-
11
Course Handout Template for Y18 Admitted Batches

High level Theories. Object action


interface Model
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Questions on Business Models as 2 PPTs, Board &
Assignment/Quiz (ALM) marker
5 Conclusion -

45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50
Minutes

SESSION NUMBER: 09
Session Outcome: 1 able to identify principles of UI

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Core Principles of UI Principle-1,2,3 2 PPTs, Board &
marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 10
Session Outcome: 1 how to balance automation and human control.

Session Outcome: 2 able to understand 3 pillars of design

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Guidelines for Data Display, Guidelines for 2 PPTs, Board &
Data Entry, Balance of automation and Human marker
Control, Managing the design process,
Organizational design to support usability, the
three pillars of Design
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

12
Course Handout Template for Y18 Admitted Batches

SESSION NUMBER: 11
Session Outcome: 1 understands development methodologies, participate in ethnographic
observation
Session Outcome: 2 User can understand the social issues and legal impacts

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Development Methodologies, Ethnographic 2 PPTs, Board &
Observation, Participatory Design, Scenario marker
Development, Social Impact Statements, Legal
Issues.
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Problems on Genetic Algorithm and online 2 PPTs, Board &
search agents as Assignment/Quiz (ALM) marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 12

Session Outcome: 1 How to Conduct Expert Reviews.

Session Outcome: 2 What is meant by Acceptance Test.

Session Outcome: 3 Understand how to Evaluate during Active views

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Expert Reviews, Usability testing, Survey, 2 PPTs, Board &
Acceptance Tests, Evaluation during active views. marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

13
Course Handout Template for Y18 Admitted Batches

SESSION NUMBER: 13
Session Outcome: 1 identify different patterns of Menu, Dialog box elements in UI

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Menu, selection, form filling and Dialog boxes: Task 2 PPTs, Board &
related organization, Item presentation Sequence. marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 14

Session Outcome: 1 spotting a click reaction of Mouse, Joysticks, Keyboards, Activities

Session Outcome: 2 Recognition of Display Rate and Form Filing

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Response time and Display rate, Fast movement 2 PPTs, Board &
through menu’s and menu layout, Form filling and marker
dialog box, Interactive Devices.
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 15
Session Outcome: 1 Able to Understand what Interface Building Tool is.

Session Outcome: 2 using basic terminology of Adobe illustrator.

Session Outcome: 3 how to build wire frames.

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
14
Course Handout Template for Y18 Admitted Batches

marker
15 Specification methods, Interface Building tools, 2 PPTs, Board &
Evaluation and critiquing tools., Introduction to marker
Adobe illustrator and material studies
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 16
Session Outcome: 1 Able to understand about Layout

Session Outcome: 2 Able to design Navigations

Session Outcome: 3 Able to use basic commands adobe illustrator.

Session Outcome: 4 Able to understand What is Shape.

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 knowing Navigation of elements in a wireframe and 2 PPTs, Board &
different layouts, Setting up a project in adobe marker
illustrator
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 17

Session Outcome: 1 Able to understand what Colour theory and Typography.

Session Outcome: 2 How to deal with Echoes

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 About Colour theory (Primary colours, 2 PPTs, Board &
secondary colours and tertiary colours concept), marker
Typography.
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker

15
Course Handout Template for Y18 Admitted Batches

5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 18

Session Outcome: 1 Understanding the Working of Wireframes in UX design

Session Outcome: 2 Understand What are elements in Adobe Illustrator, Identifying


different Bitmap images and Vector Graphics

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 PPTs, Board &
Recap/Popup marker
15 Difference between Bitmap images and Vector 2 PPTs, Board &
Graphics, Different illustrator elements and marker
their working procedure in adobe illustrator and
introduction to wireframes
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 19
Session Outcome: 1 Able to understand what the purpose of Adobe XD is and how can we
design UI

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Introduction to Adobe XD 2 PPTs, Board &
marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 20
16
Course Handout Template for Y18 Admitted Batches

Session Outcome: 1 Can Understand how to configure a project

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Setting Up A Project in Adobe XD 2 PPTs, Board &
marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 21

Session Outcome: 1 Can Understand how to add images to artboard and text using XD

Session Outcome: 1 Can identify how to create Graphics

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Creating and Importing Graphics, Adding 2 PPTs, Board &
Images and Text marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 22

Session Outcome: 1 Apply Basic UI kits and Assets

Session Outcome: 2 Understand and apply organization of content in Adobe XD

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Organizing Content, Working with Assets and CC 2 PPTs, Board &
Libraries marker
17
Course Handout Template for Y18 Admitted Batches

5 CREATING A BREAKOUT ROOM 2 PPTs, Board &


marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 23
Session Outcome:1 Will be able to implement a prototyping concept

Time Topic BTL Teaching-Learning Active Learning


(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 2 PPTs, Board &
Creating a Prototype
marker
5 CREATING A BREAKOUT ROOM 2 PPTs, Board &
marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

SESSION NUMBER: 24
Session Outcome: 1 Learn to apply Effects, Resizing, Responsiveness in XD
Time Topic BTL Teaching-Learning Active Learning
(min) Method Methods
5 Recap/Popup PPTs, Board &
marker
15 Using Effects, Repeat Grids, and Responsive Resize, 2 PPTs, Board &
Previewing a Prototype marker
5 2 PPTs, Board &
Evaluation and critiquing tools marker
20 Assignment/Quiz (ALM) 2 PPTs, Board &
marker
5 Conclusion -
45 minutes Total contact Session + 5 minutes for Attendance and Transition activities = 50 Minutes

PRACTICAL COMPONENT
List of Experiments supposed to finish in Open Lab Sessions:
Lab session CO-
List of Experiments
no Mapping
1 Create a Wireframe for Shopping Website CO4
2 Create a Wireframe for Bus Booking Website CO4
3 Create a Wireframe for University Website CO4
4 Create a Wireframe for Library Management System CO4
5 Create a Wireframe for Movie Booking Website CO4

18
Course Handout Template for Y18 Admitted Batches

6 Create a Wireframe for Travel Booking Website CO4


7 Create a Wireframe for Hotel Booking Website CO4
8 Create a Wireframe for Online Learning Platform Website CO4
9 Create a Wireframe for Food Delivery Website CO4
10 Create a Wireframe for Gaming Website CO4
11 Create a Wireframe for Weather application CO4
12 Create a Wireframe for Streaming Movies CO4

WEEKLY HOMEWORK ASSIGNMENTS/ PROBLEM SETS/OPEN ENDEDED PROBLEM-


SOLVING EXERCISES etc.
Week Assignment Topic Details CO
2 HA-1 About UX and UI elements Applicability of informed and CO1
for a Real Time application uninformed search
4 HA-2 Customer Journey Maps Implementation of Mini-max search CO2
on a real-world problem
8 HA-3 Design User Persona’s Theorem proving for knowledge C03
10 HA-4 Perform User Research Problems based on probability C04
analysis

COURSE TIMETABLE
Course Conduct
Theory Lecture 6 Sections | 72 Students each | 3 Lectures per week
Classroom | Course Coordinator
Practical 6 Sections | 72 Students each | 3 1 P per week | each 2 hrs.
Batches | 3 Instructors | 77 Computers 70 minutes Experiment |
30 minutes Evaluation for 25 students per
instructor
   Hour 1 2 3 4 5 6 7 8 9
9:0
0- 9:50- 11:00- 11:50- 12:40- 2:20- 3:20-
1:30-2:20 4:10-5:00
Da Compo 9:5 10:40 11:50 12:40 1:30 3:10 4:10
y nent 0
Mo Theory
n Lab
Tu Theory
e Lab
We Theory
d Lab
Th Theory
u Lab
Theory
Sat Lab
Note: For Timetable updating please contact department timetable team

19
Course Handout Template for Y18 Admitted Batches

Self-Learning Concepts:

REMEDIAL CLASSES:
Supplement course handout, which may perhaps include special lectures and discuss that would be planned,
and schedule notified accordingly.

DELIVERY DETAILS OF CONTENT BEYOND SYLLABUS:


Content beyond syllabus covered (if any) should be delivered to all students that would be planned, and
schedule notified accordingly.

S. Advanced Topics, Additional Reading, CO POs & ALM References/MOOC


No Research papers and any PSOs S
1

EVALUATION PLAN:
Evaluatio
Evaluation Weightage/Mar Assessme Duration CO CO CO CO CO
n
Component ks nt Dates (Hours) 1 2 3 4 5
Type

 Blooms Taxonomy Level          


Weight 12          
Sem-In Test 1
Max 2
Exam-I 50M Dates 25 25  
Marks    
In-
Semester Weight 12          
Sem-In Exam Test 2
Summativ Max 2
–II 50M Dates     25 25
e Marks
Evaluatio Weight  10 Lab        
n Internal  
Lab Internal
=34 % Sem-In 1½
Sem-In Exam Max
50M Exam         50
Marks
Dates
Weigh 8          
ALMs(Surpri
Max 80M Continuous Evaluation 20 20 20 20  
se Quiz)
Marks
Home Weight  5          
In-Sem Assignment + Continuous Evaluation
Max
Formattiv TextBook 40M 10 10 10 10
Marks
e
Evaluatio Lab Weight  8  30 30 30  30
n = 26%  
Continuous Continuous evaluation
Max 120         100
Evaluation
Marks M
Attendance Weight  5 Continuous evaluation
20
Course Handout Template for Y18 Admitted Batches

Max
5M
Marks
End- Lab
Weight  15          
Semester External
Lab Exam 1½
Summativ Max
50M Dates         50
e Marks
Evaluatio Weight  25          
End Sem
n Semester
Max 100 Exam 3
Total =40 End Exam 25 25 25 25
Marks M Dates
%

21
Course Handout Template for Y18 Admitted Batches

ATTENDANCE POLICY
Every student is expected to be responsible for regularity of his/her attendance in class rooms and laboratories,
to appear in scheduled tests and examinations and fulfil all other tasks assigned to him/her in every course. For
Promotion, a Minimum of 40% of internal marks must be obtained. In every course, student has to maintain a
minimum of 85% attendance to be eligible for appearing in Semester end examination of the course, for cases of
medical issues and other unavoidable circumstances the students will be condoned if their attendance is between
75% to 85% in every course, subjected to submission of medical certificates, medical case file and other needful
documental proof to the concerned departments.

PLAGIARISM POLICY
Use of unfair means in any of the evaluation components will be dealt with strictly, and the case will be
reported to the examination committee.

COURSE TEAM MEMBERS, CHAMBER CONSULTATION HOURS AND CHAMBER


VENUE DETAILS:
Each instructor will specify his / her chamber consultation hours during which the student can contact him / her in
his / her chamber for consultation.

Chamber
Chamber Chamber
Consultation Signature of
S.No. Name of Faculty Consultation Consultation
Timings for each Course faculty
Day (s) Room No:
day
1 Mr. D. Bhanu Kiran Monday 10.40 AM to 12.00AM C305

GENERAL INSTRUCTIONS

22
Course Handout Template for Y18 Admitted Batches

Students should come prepared for classes and carry the textbook(s) or material(s) as prescribed by the Course
Faculty to the class.

NOTICES
Most of the notices are available on the LMS platform.
All notices will be communicated through the institution email.
All notices concerning the course will be displayed on the respective Notice Boards.

Signature of COURSE COORDINATOR:

Signature of Department Prof. Incharge Academics & Vetting Team Member:

HEAD OF DEPARTMENT:

Approval from: DEAN-ACADEMICS


(Sign with Office Seal)

23

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