Foundations of UX and xr Design

NYU Tandon School of Engineering

NYU Tandon School of Engineering

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Who should attend

This introductory program is designed for professionals pursuing UX design careers with an interest in working with emerging technologies. Participants will have foundational visual design skills and experience with Adobe Photoshop/Illustrator, and be seeking to transition to working with emerging technologies—specifically XR—while enhancing their skills in user experience design.

It is ideal for:

  • Designers looking to develop a deeper understanding of UX design concepts and the associated applications.
  • Product Designers/Managers looking to improve the user experience of the products/services offered by their company and explore new product ideas.
  • UX Developers/Engineers looking to advance in the field of UX design.
  • Consultants aiming to develop their knowledge of UX design to offer end-to-end solutions for their clients.

About the course

New digital and immersive experiences made possible by emerging technologies such as augmented, virtual and mixed reality (jointly known as “XR”) are changing the way we live and work. And the disruptions of this last year have accelerated the growth and adoption of new technologies i.e. to enhance workplace collaboration, e-commerce, education and training. Career opportunities for designers who can harness the power of XR are evolving in tandem with the demand for augmented and immersive experiences.

The Foundations of UX and XR Design program was developed by NYU Tandon School of Engineering to provide an introduction to both UX and XR design principles and practices for traditional UX designers or individuals with visual design experience (web, architectural, fashion, industrial, interior design, etc.) As a participant, you’ll expand your UX skills while building a portfolio that advances your career designing cutting-edge user experiences.

Key Takeaways

  • Developing prototypes of new user experiences with immersive and augmented interfaces
  • Applying systemic inquiry strategies to your UX research
  • Analyzing the user journey and creating renderings of important parts of that journey
  • Designing a UI system and steps to a problem solution that address constraints and affordances
  • Creating a project plan for an XR application, considering XR design maxims and best practices
  • Completing a capstone project that involves creating an XR product and explaining key decisions and aspects of the creation process

Program Syllabus

Week 1: Paradigm Shifts

Gain a historical context for XR and a frame of reference for contemporary and emerging technologies and challenges by studying important innovations. Then head out on your own to research future XR innovations.

Week 2: Cutting Edge of Today

Consider critical factors for UX design in the context of cutting-edge XR experiences.

Week 3: UX with a Broad Brush

Identify pain points for users, generate solutions for those pain points, and prototype those solutions using Figma, the collaborative interface design tool.

Week 4: Beginning Research in UX

Discover best practices for research methodology, including defining a problem and applying systematic inquiry strategies to test solutions.

Week 5: Design Development

Get acquainted with the different roles in the design development process and explore its various steps, from dissecting the user journey to proposing solutions to problems and creating renderings.

Week 6: Immersive and Augmented Interfaces

Consider the different affordances and constraints associated with designing for XR, then experiment with designing for them for yourself.

Week 7: Best Practices for XR Usability

Learn best practices and UX design principles for XR and non-XR environments as well as important considerations regarding screen space versus world space.

Week 8: Capstone Project

Create an XR product using Amazon Sumerian and explain key decisions and aspects of the creation process.

Real-world Applications

Apple

Discuss Apple as the gold standard of user experience design, and the introduction of the Macintosh personal computer as an important moment in the history of UX design.

Google Cardboard

Use Google Cardboard as medium to explore different virtual reality experiences.

Oculus Quest

Discuss VR headsets like the Oculus Quest, and where they fit in the evolution of extended reality technology.

Experts

Regine Gilbert

Visiting Industry Assistant Professor, NYU Tandon School of Engineering, Senior User Experience Designer, Gilbert Consulting Group, Inc., Instructor – User Experience Design, General Assembly Regine Gilbert is a user experience designer, educator, and international public speaker with over 10 ye...

Nien Lam

Nien Lam is a designer, an educator, and a dad. He is a partner and co-founder of Line Break, a multi-disciplinary design and technology studio based in New York City. His clients have included Apple, Google, Pentagram, Pace Gallery, Estée Lauder, The Cleveland Clinic, Ai Weiwei Studio, and Studi...

Sebastian Buys

Sebastian Buys is a designer and lifelong coder. He is a partner and co-founder of Line Break, a multi-disciplinary design and technology studio based in New York City. His clients have included Apple, Google, Pentagram, Pace Gallery, Estée Lauder, The Cleveland Clinic, Ai Weiwei Studio and Studi...

Videos and materials

Foundations of UX and xr Design at NYU Tandon School of Engineering

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Disclaimer

Coursalytics is an independent platform to find, compare, and book executive courses. Coursalytics is not endorsed by, sponsored by, or otherwise affiliated with any business school or university.

Full disclaimer.

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