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Courses

IN 900C Human Factors and the User Experience

Note: CEUs: 1.3

Designing usable products and an effective user experience requires an understanding of the human behaviors underlying the user's interaction with the product or service. Human Factors in Information Design introduces you to the applied theories relevant to the design of information products, systems, user interface designs and the larger user experience. This course is particularly relevant to those working with critical applications, diverse user populations, and new technologies. Foundations in Human Factors helps you design applications compatible with the user's goals and the strengths and weaknesses of the user's perceptual and cognitive processing systems. This course helps you to anticipate user requirements before product development, to explain the user's performance during usability and prototype testing, and to foster a smooth transition for users facing new technologies or information.

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IN 915C Prototyping the User Experience

Note: CEUs: 1.3

Prototyping is a key part of the user centered design process. A prototype can be used to sell ideas, create a shared vision, test and refine an interface, and provide the development team with exact specifications. In this course, you gain hands-on experience in creating prototypes for software and web sites using both paper prototyping techniques and software tools. You’ll learn what types of prototypes work best at different stages in the design process and will identify the appropriate level of fidelity required in your prototype. We’ll also cover the practical aspects of prototyping, including scheduling the activities and identifying who owns the prototypes throughout the process.

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IN 919C Information Architecture in Web Design

Note: CEUs: 1.2

Information architecture provides a variety of best practices that can make information more readily accessible. In helping you design a more usable web presence, this introductory course examines various types of sites, audience goals, and user-centered design heuristics. In particular, we focus on information organization, categorization and labeling. We also tackle issues of navigation (local and global), searching, browsing and scalability. Typical information architecture deliverables under discussion may include content and site maps, site outlines, wireframed pages, taxonomies thesauri, information asset inventories and site "blueprints."

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IN 920C Ethnography for Work and Design

Generally speaking, ethnographic research involves naturalistic inquiry aimed at capturing social phenomenon as they occur in a particular setting. Ethnographers can employ multiple data collection strategies to do this, but typically focus on participant/observation methodologies as a primary approach. While primarily found in social science disciplines such as anthropology and sociology, ethnographic approaches increasing are being applied in IT/IS fields for the purposes of achieving better technological designs, improving the user experience, and facilitating collaborative work. This course will introduce the student to the origins of the ethnographic method, discuss the theoretical bases of its use, identify strategies for successful ethnographic inquiry, develop initial skills for data analysis and reporting, and provide examples of how ethnographic studies of work and technological use have been used in a variety of business and organizational contexts.

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IN 921C User and Task Analysis

Note: CEUs: 1.3

This course introduces product designers and user researchers to the theory and practice of user and task analysis. It removes the analysis responsibility from the hands of an elite few and empowers all members of the development group with the analytical tools needed to identify, prioritize and accommodate user goals and requirements. This methodology builds on contextual and task analysis in a rapid application model, with a goal of moving usable products to market in a timely fashion. Topics include thinking like an analyst, establishing business goals, framing the problem, defining the end-user profile(s), formulating user goals, identifying universal behaviors relevant to the case, using field-based data-gathering methodologies, interviewing the user, interpreting user requirements, analyzing the task and documenting your findings.

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IN 922C Usability Testing

Note: CEUs: 1.3

Usability testing has become the most preferred method for evaluating the ease of learning and use of high-tech products. It is used throughout the product development cycle, from early prototypes to released versions. It also is used to evaluate all types of technologies, from cell phones to Internet software, as well as online help and print manuals. In this course, you learn about the strengths and weaknesses of usability testing, including what the research literature says, and how to plan, conduct and interpret the results of a usability test. You also participate in live usability test sessions and watch videotapes of interactions between participants and test administrators. Special topics such as remote testing, building usability labs, and competitive testing will be discussed based on participant interest.

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IN 923C Designing for Accessibility

Note: CEUs: 1.3

Web accessibility is fast becoming an important facet of user experience design and development. Designing accessible interfaces is easier if you understand the key principles of accessibility, how assistive technologies work, how users actually use them, and the pros and cons of technologies like AJAX, Flex, and Silverlight. But even after you ensure the accessibility of your content, how do you create truly equivalent experiences for everyone? How should blind users access financial charts? How can you get Google to index your Flash content? How can you move beyond standards compliance to integrate accessibility in a way that creates equivalent, universally usable, and engaging web experiences for everyone? Using case studies, we'll examine the key principles of accessibility - apart from standards or technology. We then explore user needs, implementation, testing methods, and ways to engage users with disabilities in your testing process.

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IN 924C Research 2.0: New Insights Through Technology and Social Media

Note: CEUs: 1.3

Over the last five years, many technology tools have emerged that streamline the research process while increasing sample size and cutting costs. This class will explore the different remote research methodologies and the suitability of each based on study goals. We will discuss research tools imbedded into web sites (exit surveys, integrated feedback, etc.) and off-site techniques (online card sorting, dedicated communities, online usability testing, etc.). A section has also been added that will explore 1-on-1 remote usability testing. Expert guests will present some of the leading tools in the marketplace. Discussion will be augmented with case studies and exercises.

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IN 926C User-Centered Interface Design

Note: CEUs: 1.3

This course reviews a range of human factors and design issues as they relate to the design of graphical and web user interfaces. Topics cover the entire design life cycle. Methods of conducting user research are reviewed in order to show how requirements are ultimately gathered. A structured approach to create the interface design begins with the identification of key tasks, conducting task analysis, and defining a structure for the tasks based on navigational efficiency, content and requirements. A focus on the details of the user interface includes the screen layout, color principles, widget selection, and error prevention. Visual design aspects are covered by discussing the value of style guides and icon/graphic libraries. This course covers emerging technology areas in human-computer interaction, such as interface design for information appliances, pdas and mobile technology. In this course you will complete a design from start to finish using paper prototyping methods.

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IN 928C Visualizing Information

Note: CEUs: 1.3

Examine how visualization enhances our ability to think. The course begins by comparing the visual and verbal worlds, their strengths and limits, and how these media interact with various thinking tasks. Moving from this analysis, this course helps you to design a visual-verbal system in which the strengths of one medium support the weakness of the other. This approach more fully integrates the visual and verbal message in a way that dramatically increases the reader's understanding of the information. You examine a range of visualization formats including illustrations, icons, mind maps, decision diagrams, schematics, information maps, and dynamic visualizations. Learn to use these formats to support the complex cognitive tasks of problem solving, analysis, and decision support and learning.

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IN 929C Field Methods and User Research

Note: CEUs: 1.3

Field methods complement lab and online studies and are an essential part of a user researcher’s toolkit. This course covers several types of field methods and user research, focusing on both qualitative and quantitative techniques.  We will start with an overview of UX  research and a discussion about how field methods fit in.  Then, through lectures, case studies, class exercises, and group discussions, we will explore commercial ethnography (including home and office visits), diary studies, questionnaire design, focus groups, and the development of personas.  In the classroom, we’ll practice ethnographic interviewing, and we’ll also spend one morning outside of the classroom in an exercise involving participant observation (web students will be able to participate in their community).  Another classroom exercise will involve the cognitive pretesting of a questionnaire.  Students will leave with a long list of recommended books, articles, websites, and videos.

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IN 930C Managing a User-Experience Development Process

Note: CEUs: 1.3

This course helps participants re-engineer their development process to accommodate user needs more effectively. Beginning with the analysis of the user needs and ending with the assessment of a product in the field, this course guides you step-by-step through the world of user-centered design. Participants examine a variety of management topics within the context of cost benefits and the value added to your product. You and your clients realize the full range of economic and productivity gains possible from this process. Potential pitfalls and dangers associated with a user-centered philosophy are also examined through a diverse range of case studies.

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IN 932C Internationalization and the User Experience

Note: CEUs: 1.3

This course introduces you to the theory and practice of localizing product designs, including documentation, web hardware and software designs, and training programs. Moving beyond issues of translation, this course discusses localization from a comprehensive intercultural psychology perspective that includes language, verbal vs. visual presentation styles, communication patterns, issues of time and disclosure, and local customs. We also demonstrate techniques for engineering a culturally neutral global core for each aspect of your product design.

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IN 935C Designing the User Experience

Note: CEUs: 1.3

This course will explore the propagation of user requirements into design solutions. Students will investigate the design space through multiple perspectives to identify opportunities for innovation. The class will examine design stages and techniques through real-world examples and hands-on prototype development. Student teams will generate scenarios and storyboards providing a foundation to synthesize features into logical areas comprising an information architecture and interaction design. User experience concepts will be visualized in the form of paper prototypes as teams explore the relationship between content types, navigational metaphors, and creating a branded experience. Teams will share, critique, and defend their progress.

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IN 944C Measuring the User Experience

Note: CEUs: 1.3

The goal of this course is to teach participants how to effectively use a wide variety of usability metrics as part of their everyday work. Participants will learn all the common usability metrics, as well as lesser known, but equally effective metrics. Participants will learn the strengths and limitations of each metric, when to use (and not use) each metric, and how to present usability data in a simple yet compelling way. Five distinct types of usability metrics will be covered: Performance, self-reported, issues-based, behavioral/physiological, and combined/comparative metrics. The course will be oriented towards practical use, with a strong emphasis on hands-on exercises and real-world examples.

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IN 946C Beyond Usability: Developing a Comprehensive Understanding of User Experience

Note: CEUs: 1.3

We will discuss the importance of using converging lines of information (triangulating data from multiple sources) to create a comprehensive view of user experience. Through lectures, case studies, and hands-on exercises, usability practitioners will learn how important it is to collect both qualitative and quantitative data to build an end-to-end view of how your customers actually use and view your product, and what you can do to improve it. We will provide practical advice, plus review the strengths and weaknesses of different techniques within four broad classes: 1. Techniques that capture how customers actually use a product or service (e.g., web analytics); 2. Techniques that provide insight on use in realistic contexts and situations (e.g., ethnography, diary studies); 3. Techniques that focus on product interaction (usability studies, including remote testing); and 4. Techniques that reveal how customers feel about a product (e.g., surveys, social media monitoring).

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IN 953C On the Go: User Experience for Mobile Devices

Note: CEUs: 1.3

By now, most people we know own a mobile device. But, are people really getting the most from their devices? What is a good user experience for mobile? Do people use their mobile devices differently then desktop computers and systems? This course will teach you how to evaluate and design mobile interfaces, including software apps and hardware devices. Students teams will not only learn to evaluate mobile devices, but will generate use cases and scenarios to be used as the basis for understanding the user experience and then testing the devices. Not only will you learn about the latest research and UX techniques for mobile, but you will have the chance to test the devices in our labs.

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IN 960C User Experience Boot Camp

The program highlights the growing importance of the user experience as a strategic business advantage and a point of differentiation in mature or hypercompetitive markets. As a leading business university, Bentley is uniquely positioned to deliver this perspective in a thoughtful and challenging learning experience. The five-day program is organized around five themes: Elements of the User Experience, User Research and Market Segmentation, Design Implementation and Innovation, Assessment and Measurement, and Process Improvement and Success Metrics.

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IN 954C  Creating Persuasion and Influence in Organizations

Note: CEUs: 1.3

Your success as a user experience professional hinges on your ability to clearly communicate research results, negotiate change and to influence stakeholders in the product organization.  This course focuses on developing skills to optimize the interplay among the speaker, the audience, messaging channels and the message, in order to maximize the effectiveness of persuasive strategies and presentations.  Students will learn a variety of approaches to address concerns and potential objections from target audiences.  Students will gain skills in choosing appropriate channels, from face-to-face communication to electronic media, to enhance influence and persuasiveness. Students will learn how to use research-generated data to craft persuasive proposals and responses to clients; how to leverage logic based on audience beliefs to support or deflect change; and how to build on psychological insights to enhance influence. Students will present orally and receive both verbal and written feedback for improvement.

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IN 961C Measuring Emotional Engagement

Note: CEUs: 1.3

Emotional engagement is a key component in building customer relationships. Measuring engagement is a challenge, but one that must be met in order to show design success. In this two-day course, you’ll learn how to use and combine advanced research methods to find out how your designs make people feel. We’ll also learn how to use research results to help convince stakeholders that your designs will engage and delight.

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IN 962C Online UX Research Tools

Note: CEUs: 1.3

As the UX field has matured, there has emerged an abundance of online tools to support UX professionals. One important skill UX professional now need is an understanding of what tools exist and how to utilize them efficiently. Some of the questions this class will explore are: What tools exist? What tool is appropriate for my question? What can you expect from each tool? How do you get buy-in from management to use online tools? In order to gain an understanding of these questions, the class combines theory, tips and advice, hands-on exercises, and discussion. Some of the tools we’ll cover as we navigate the landscape of online UX tools include unmoderated usability tests, information architecture, and surveys.

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IN 963C Introduction to Service Design

Note: CEUs: 1.3

The course provides an introduction to service design. Service design is about creating and taking decisive and deliberate actions that will promote, support, and sustain positive service experiences in order to strengthen proven-customer relationships and improve service delivery outcomes. The course will be a combination of lecture, discussion, and group exercises. This course will answer questions such as:
•       What is service design?
•       What are the different ways to evaluate and improve service design?
•       What are the goals of service design?
•       How can service design benefit my organization?
The course will share examples across various industries and allow students to create their own service design project using a variety of methods. One service design method that we will cover in detail is called service blueprinting. Service blueprinting illustrates the service journey from the consumer’s perspective while linking their actions to the backstage service provider’s processes that need to go on in order for the service to progress. The course will provide students with a hands-on opportunity to learn a service design method that they will readily be able to adapt for their clients and customers.

 

IN 964C Content Strategy

Note: CEUs: 1.3

Examines the emerging discipline of content strategy and its critical role and impact on design, creation, distribution, and governance of an organization's content. This course explores a variety of issues relating to the life cycle of an organization's content, including strategy, audits, the role of legacy content, content migration, and content management systems (CMS). Reviewing the role that staff, technical resources, and constraints play within content strategy are explored. Finally, the emerging direction and placement of content strategy within the overall user experience of both products and services is investigated.

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A Human Factors and Usability Framework for Medical Device Design 

This four-day program presents a comprehensive human factors and usability engineering framework for medical device manufacturers. This program helps device designers address the new and more demanding FDA guidelines related to risk management processes. In addition to considering FDA guidelines addressing patient safety, this course also focuses on the contribution of an effective user experience to the ultimate success of a given product offering in the marketplace.


The Human Factors component of the program includes the following:  

  • Examining the user's  physical, perceptual, or cognitive abilities and how they align with the required interaction;
  • Defining and addressing implications of user profiles and understanding critical differences in capabilities between user populations;
  • Capturing task and process routines with a goal of enhancing ease-of-learning, improving performance and reducing errors;
  • Considering the  use environment and how it affects performance, errors, and fatigue;
  • Mapping the device use to the user's expectations or prior knowledge about device operation;
  • Anticipating unexpected behaviors affecting performance or safety; and
  • Adopting performance support measures to reduce errors, optimize performance, and minimize user workload.


The Usability Engineering component of the program includes the following:

  • Designing and implementing ethnographic studies;
  • Conducting user research including interviews, observation, focus groups and surveys;
  • Moving from research to effective user requirements;
  • Balancing user, technical, and regulatory requirements;
  • Implementing requirements through participatory prototyping (high and low fidelity);
  • Evaluating interaction design through formative and summative testing procedures; and
  •  Preparing a human factors and usability engineering report.


Each of these topics will be presented through discussion, case studies, and interactive workshops. When delivered in your development organization, elements of your use environment can be integrated in course discussions.
The FDA and an increasingly competitive marketplace have defined an ever-expanding role for human factors and usability engineering. Our instructors will offer a proactive approach to integrating these critical perspectives in device design and will contrast our strategy to the more common ad-hoc, late-in-development input or testing.

Cost

A Human Factors and Usability Framework for Medical Device Design:
$2,200 per student. (Minimum class size of 15). Discounts are available for larger groups.  We encourage broad participation in this program including product managers, project managers, representatives from the engineering team, industrial designers, and members of your UX/usability team.

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