Subject: Interactive Media Design

Scientific Area:



80 Hours

Number of ECTS:




Overall objectives:

1 - Design and develop a fully functional web based UI (computer/mobile/wearable)
2 - Apply theoretical concepts of cognitive psychology, affordance, communication, gestalt psychology, product semantic theory to designing virtual UI's.
3 - UI sketching techniques - wireframing, lo-fidelity sketching.
4 - UI prototyping and testing techniques - paper prototyping, A/B testing, user testing.
5 - UI mockup /UX simulation techniques - hi-fidelity Photoshop simulation.
6 - Web development tools - HTML5, CSS3, Jquery, SASS, Foundation.
7 - Responsive Web Design (RWD)
8 - Foundational theory on pleasurable design, user experience design, and design for emotion.
9 - Theoretical concepts of human product interaction and application of these concepts to designing a product experience.


1 - Introduction to course objectives, evaluation criteria, and expected outcomes.
2 - Emergence of internet technologies and the personal computer.
3 - Introduction to Responsive Web Design (RWD) and its impact on redefining the underlying theory of web design.
4 - Web design tools: html5, css3, framework (foundation), jquery.
5 - Introduction to interactive world- principles of good interaction design.
6 - Beyond Usability- Design for Pleasurability (underlying theory)
7 - Introduction to product psychology (Theory of Affordance)
8 - Introduction to constraints, mapping, feedback, metaphors and mental models.
9 - Introduction to Gestalt Psychology and underlying visual physiology.
10 - Theory of visual sensing and emotion-cognition model.
11 - Screen resolutions, DPI vs PPI, pixel size, pixel counts, & screen size.
12 - Introduction to User Experience and Behavior Based Design- Fogg's Behavioral Model (FBM) and Persuasive Design.
13 - Human memory and its limitations (underlying theory)- long term memory (LTM) vs short term memory (STM), Recall vs Recognition.
14 - Human cognitive limitations and its impact on usability: Fitts' Law, Hick's Law.
15 - Usability best practices: cognitive loading and its impact on usability.
16 - Introduction to UI design process and tools: best practices and underlying user psychology.
17 - Design tools: wireframing, paper prototyping, hi-fi mockups, user testing, A/B testing.
18 - Web design project.


William Lidwell, Kritina -Holden, Jill Butler , 2003 , Universal Principles of Design , Rockport Publishers, Inc.
Moggridge, Bill , 2006 , Designing Interactions , The MIT Press
Bill Buxton , Sketching User Experiences: Getting the Design Right and the Right Design ,
Donald A. Norman , 2011 , Living with Complexity , The MIT Press
Donald A. Norman , 1998 , The invisible computer: why good products can fail, the personal computer is so complex, and information appliances are the solution. , The MIT Press
Donald A. Norman , 1988 , The psychology of everyday things , New York: Basic Books.
Martel, Adrian, and Irene Mavrommati , 2001 , "Design principles. User interface design for electronic appliances , Taylor & Francis
Baumann, Konrad , 2001 , Controls. User interface design for electronic appliances. , Taylor & Francis
Jordan, Patrick W. , 2000 , Designing pleasurable products: an introduction to the new human factors , Taylor & Francis
Zeldman, J. , Designing with web standards ,
Keith, J. , 2010 , HTML5 for web designers , A Book Apart
Marcotte, E. , 2011 , Responsive Web Design , A Book Apart
Marcotte, E. , 2011 , CSS3 for web designers , A Book Apart

Assesssment methods and criteria:

Classification Type: Quantitativa (0-20)

Evaluation Methodology:
The strategic objective of this discipline is to teach the students to design fully functional web based virtual UI's. The theoretical content is delivered through slide presentations, audio-visual content, scholarly articles, and reference books. The reflective and critical thinking skills are provoked through classroom discussions. The software tools are taught through practical lab tutorials with live demonstrations of major techniques and best practices. Students deliver class presentations on topics highlighted to be important based on the theory class discussions or relevant software tutorials delivered in practical lab sessions. This subject will follow the Evaluation Model 'B' according to the UMa evaluation regulations: Design project: Up to 3 evaluation moments (50%); written test/theoretical reflection (20%); Attendance/Participation (15%); Assignments (15%)