UI UX Course File-Merged Print
UI UX Course File-Merged Print
Loyola Nagar, Thovalai – Rajavoor Road, Thovalai Post – 629 302, Kanyakumari District, Tamil Nadu.
Mob : 9244775545 / 55 / 44 / 11, 94431 24568 Website : www.lites.edu.in
e-mail – lites2008@hotmail.com , chairman@lites.edu.in, principal@lites.edu.in, placement@lites.edu.in
Programme Outcome 3
Individual Timetable 4
Syllabus 6
Fast Learner -1
Medium Learner - 1
Slow Learner -1
Slow learners List (According to the course) 14
Fast learners List & Activity for Supporting Fast Learners (According 18
to the course)
CO Attainment Sheet(Theory, Lab, Project) 19
DM1: To build Computer Engineers with professional ethics and entrepreneurship skills.
DM2: To inculcate problem solving and team building skills to promote lifelong learning
with the sense of social responsibilities.
DM3: To produce effective Computer Engineers with exposure to current industrial
advancements through higher education and serve the common people through their
expertise
PROGRAM OUTCOMES
PROGRAM OUTCOMES:
Engineering Graduates will be able to:
PO1: Engineering knowledge: Apply the knowledge of mathematics, science, engineering
fundamentals and an engineering specialization to the solution of complex engineering
problems.
PO2: Problem analysis: Identify, formulate, review research literature, and analyze complex
engineering problems reaching substantiated conclusions using first principles of
mathematics, natural sciences, and engineering sciences.
PO3: Design/development of solutions: Design solutions for complex engineering problems and
design system components or processes that meet the specified needs with appropriate consideration
for the public health and safety, and the cultural, societal, and environmental considerations.
PO4: Conduct investigations of complex problems: Use research-based knowledge and research
methods including design of experiments, analysis and interpretation of data, and synthesis of the
information to provide valid conclusions.
PO5: Modern tool usage: Create, select, and apply appropriate techniques, resources, and modern
engineering and IT tools including prediction and modelling to complex engineering activities with an
understanding of the limitations.
PO6: The engineer and society: Apply reasoning informed by the contextual knowledge to assess
societal, health, safety, legal and cultural issues and the consequent responsibilities relevant to the
professional engineering practice.
PO7: Environment and sustainability: Understand the impact of the professional engineering
solutions in societal and environmental contexts, and demonstrate the knowledge of, and need for
sustainable development.
PO8: Ethics: Apply ethical principles and commit to professional ethics and responsibilities and
norms of the engineering practice.
PO9: Individual and team work: Function effectively as an individual, and as a member or leader in
diverse teams, and in multidisciplinary settings.
PO10: Communication: Communicate effectively on complex engineering activities with the
engineering community and with society at large, such as, being able to comprehend and write
effective reports and design documentation, make effective presentations, and give and receive clear
instructions.
PO11: Project management and finance: Demonstrate knowledge and understanding of the
engineering and management principles and apply these to one‘s own work, as a member and leader
in a team, to manage projects and in multidisciplinary environments.
PO12: Life-long learning: Recognize the need for, and have the preparation and ability to engage in
independent and life-long learning in the broadest context of technological change through their
expertise
PROGRAM SPECIFIC OUTCOMES:
PSO 1 : To analyze, design and develop computing solutions by applying foundational
concepts of Computer Science and Engineering.
PSO 2 : To apply software engineering principles and practices for developing quality software
for scientific and business applications.
PSO 3 : To adapt to emerging Information and Communication Technologies (ICT) to innovate
ideas and solutions to existing/novel problems
TIMETABLE-2023-24(EVEN SEM)
09:30 10:15 11:00 11:10 11:55 12:40 01:20 02:05 02:50 03:00 03:45
Time to to to to to to to to to to to
10:15 11:00 11:10 11:55 12:40 01:20 02:05 02:50 03:00 03:45 04:30
Day 1st 2nd 3rd 4th 5th 6th 7th 8th
Order Hour Hour Hour Hour Hour Hour Hour Hour
LUNCH INTERVAL
D1 UIUX
BREAK
BREAK
D2 UIUX
D3 UIUX UIUX UIUX
D4 UIUX UIUX
D5 UIUX
D6
WEEKLY
Sl.No SUB.CODE SUBJECT NAME CLASS
HOURS
CO - PO /PSO MAPPING:
PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3
CO 1 3 1 1 3 1 - - - 3 3 2 1 3 3 1
CO 2 2 3 1 3 2 - - - 1 2 2 2 1 2 2
CO 3 1 3 3 2 2 - - - 2 3 1 2 1 3 3
CO 4 1 2 3 3 1 - - - 3 2 1 3 3 3 3
CO 5 1 2 3 2 1 - - - 2 1 1 1 3 2 2
LABORATORY
COURSE OUTCOME:
CO - PO /PSO MAPPING:
PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3
CO 1 3 2 1 3 2 - - - 3 3 2 3 3 3 2
CO 2 2 3 1 3 2 - - - 1 2 2 2 3 2 2
CO 3 1 3 3 2 2 - - - 2 3 1 2 2 3 3
CO 4 2 2 3 3 1 - - - 3 2 1 3 3 3 3
CO 5 2 2 3 2 1 - - - 2 1 1 1 3 2 2
SYLLABUS-2023-24
societal application
UNIT – II FOUNDATIONS OF UI DESIGN
1 Visual and UI Principles CO2 MD1 T1,R1 1 13
2 UI Elements and Patterns CO2 MD1 T1,R1 1 14
Ex.No.2:Exploring 1 15
3 various UI Interaction CO2 MD3 T1
Patterns
Ex.No.2 :Exploring 1 16
4 various UI Interaction CO2 MD3 T1
Patterns
Interaction Behaviors T1,R1 1 17
5 CO2 MD3
and Principles
source software
Ex.No.4:Developing
4 Wireflow diagram for MD3 T1,R3 1 40
CO4
application using open
source software
Creating Wireflows -
5 Building a Prototype - MD1 T1,R3 1 41
CO4
Building High-Fidelity
Mockups
Designing Efficiently
6 with Tools - Interaction CO4 MD1 T1,R3 1 42
Patterns
Ex.No.7:Brainstorming
7 feature for proposed CO4 MD3 T1,R3 1 43
product
Ex.No.7:Brainstorming
8 feature for proposed CO4 MD3 T1,R3 1 44
product
Conducting Usability
9 Tests - Other Evaluative CO4 MD1 T1,R3 1 45
User Research Methods
Synthesizing Test
10 Findings - Prototype CO4 MD1 T1,R3 1 46
Iteration
Ex.No.8:Defining the
11 Look and Feel of the new CO4 MD3 T1,R3 1 47
Project
Ex.No.8:Defining the
12 Look and Feel of the new CO4 MD3 T1,R3 1 48
Project
UNIT – V RESEARCH, DESIGNING, IDEATING, & INFORMATION ARCHITECTURE
personas, Ideation
process (User stories,
Scenarios), Flow
diagrams, Flow Mapping
Ex.No.10:Identify a
customer problem to
solve Conduct end-to-
end user research - User
4 research, creating CO5 MD1 T1,R3 1 52
personas, Ideation
process (User stories,
Scenarios), Flow
diagrams, Flow Mapping
5 Solution Ideation - MD1 T1,R3 1 53
CO5
Creating User Stories
6 Creating Scenarios - MD1 T1,R3 1 54
CO5
Flow Diagrams
Ex.No.11:Sketch, design
with popular tool and
7 build a prototype and MD3 T1,R3 1 55
CO5
perform usability testing
and identify
improvements
Ex.No.11:Sketch, design
with popular tool and
8 build a prototype and MD3 T1,R3 1 56
CO5
perform usability testing
and identify
improvements
9 Flow Mapping CO5 MD1 T1,R3 1 57
10 Information Architecture CO5 MD1 T1,R3 1 58
Ex.No.12: Create a
11 loading animation in CO5 MD3 T1,R3 1 59
Figma
Ex.No.12: Create a
12 loading animation in CO5 MD3 T1,R3 1 60
Figma
*MODE OF DELIVERY
To Produce World Class Engineers & Leaders
Loyola Institute of Technology and Science
Loyola Nagar, Thovalai – Rajavoor Road, Thovalai Post – 629 302, Kanyakumari District, Tamil Nadu.
Mob : 9244775545 / 55 / 44 / 11, 94431 24568 Website : www.lites.edu.in
e-mail – lites2008@hotmail.com , chairman@lites.edu.in, principal@lites.edu.in, placement@lites.edu.in
Animated Illustrations
1 CO3 MD3
Course Code-
: CCS370 - UI AND UX DESIGN
Name
Degree-Branch : B.E.-Computer Science and Engineering
Year/Semester : III/VI
Course Code-
: CCS370 - UI AND UX DESIGN
Name
Degree-Branch : B.E.-Computer Science and Engineering
Year/Semester : III/VI
Course Code-
: CCS370 - UI AND UX DESIGN
Name
Degree-Branch : B.E.-Computer Science and Engineering
Year/Semester : III/VI
INTERNAL ASSESSMENT - 1
Course Code-Name :
CCS370 - UI AND UX DESIGN Date & Session :
Regulation :
Degree-Branch : B.E- CSE Duration : 180 Minutes
Semester-Section : VI Max. Marks : 100 Marks
CL-Cognitive Levels: K1-Remember, K2-Understand, K3-Apply, K4-Analyse, K5-Evaluate, K6-Create
CO1 Summarize the foundations of Designs
CO2 Summarize the foundations of UI design of any product or application
CO3 Demonstrate UX Skills in product development
Answer All Questions
6 What are the elements used for explaining the process? K2 CO2 (2)
(OR)
11b. Explain the following forms of thinking with suitable
examples
a) Divergent thinking (7) K2 CO1 (16)
b) Convergent thinking (6) K2 CO1
12.a Write short notes on
a) Brainstorming (7) K2 CO1 (8)
b) Gamestroming (6) K2 CO1 (8)
(OR)
12.b Describe the standards for conducting an effective empathy K2 CO1 (16)
interviewing process and Describe the standards for
conducting an effective empathy interviewing process
(OR)
13.b Explain about UI Design Elements K2 CO2 (16)
(OR)
14.b i)Explain the essentials of visual branding and UI/UX in K2 CO2 (16)
branding.
Ii)Explain style guide and its elements K2 CO2
15.a Describe the elements of UX design and explain the K3 CO3 (16)
UX design process and describe the methodologies of
UX design
(OR)
15.b Explain the types of UX researches and its benefits K3 CO3 (16)
Loyola INSTITUTE OF TECHNOLOGY AND SCIENCE, THOVALAI
DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING
Course Code-Name :
CCS370 - UI AND UX DESIGN Date & Session :
Regulation :
Degree-Branch : B.E- CSE Duration : 180 Minutes
Semester-Section : VI Max. Marks : 100 Marks
Part –A(10x2=20Marks)
1
4 Give an illustration to contrast between divergent and convergent thinking.
5 elements of user experience exist on 5 separate planes, each one stacked on top of the previous
one to create an outline of the process UX teams can follow for every new project they design.
From bottom to top those planes are strategy, scope, structure, skeleton and surface.
Typography
Colors
Iconography
Layouts and Grids
2
Components
9 Give the qualities of an UX designer.
UX designers, by their very nature solve problems and seek solutions that creatively align user
needs and business goals.
What is user experience (UX) research? User experience (UX) research is about diving deep into how
customers interact with your brand on a practical, functional level, and observing how easily they can
complete their tasks and meet their goals.
Part –B(5x16=80Marks)
Answer All Questions
11a. Describe in detail the different phases involved in the design thinking process with a neat diagram.
Empathize: the first phase of design thinking, where you gain real insight into users
and their needs.
Define: the second phase of design thinking, where you define the problem statement in
a human-centered manner
Ideate: the third phase of design thinking, where you identify innovative solutions to
the problem statement you’ve created.
Prototype: the fourth phase of design thinking, where you identify the best possible
solution.
Test: the fifth and final phase of the design thinking process, where you test solutions to
derive a deep understanding of the product and its users.
3
(OR)
11b. Explain the following forms of thinking with suitable examples
a) Divergent thinking (7)
Divergent thinking can also help you:
The two terms convergent thinking and divergent thinking were coined by the
4
psychologist Joy Paul Guilford in 1956.
Convergent thinking involves finding the most effective answer to a problem
while Divergent involves generating creative ideas to explore many possible
solutions
12.a Write short notes on
a) Brainstorming (7)
Brainstorming is a method design teams use to generate ideas to solve clearly
defined design problems. In controlled conditions and a free-thinking environment,
teams approach a problem by such means as “How Might We” questions.
1. Set a time limit – Depending on the problem’s complexity, 15–60 minutes is normal.
keep on track this way and show respect for everyone’s ideas
b) Gamestroming (6)
Game storming is exploration of business challenges through the application of
gaming (games). Game storming will help organizations to:
5
● Overcome conflict and increase engagement with team-oriented games
● Improve collaboration and communication with visual-thinking techniques
● Generate better ideas, insights, strategies and more of them – faster than
ever before
● Produce better products and services for your end users
Stages of a Game
(OR)
12.b Describe the standards for conducting an effective empathy interviewing
process and Describe the standards for conducting an effective empathy interviewing process
How do you observe empathy?
The What-How-Why method is a tool that you can use while observing people to
help you dive into your observations and derive deeper levels of understanding.
With the What-How-Why method, you start with concrete observations — the What
— and from there move to higher levels of abstraction — asking How — and then
finally you arrive at the Why—i.e., the emotional drivers behind people’s behaviours.
6
Methods of Empathy in Design Thinking
UI Elements
7
What Is a Design Pattern?
When many designers have the same challenge and someone solves it in an
elegant way, and many designers use that solution, it is called a design pattern. A
design is not necessarily good just because it’s common.
Hamburger Button: In real life, many users don’t notice the hidden “hamburger” menu
button at all, and they leave the site or get lost. That’s bad. And lazy. Now, there are
hundreds of design patterns, and they are changing all the time as devices and
technologies evolve.
It is easy to imagine every user excitedly reading every letter you write and every pixel
you make. Get over it, because real users won’t. They scan. “Scanning” means the user
only stops to read when something catches their eye.
When you consistently use typography to indicate the importance of text, and certain
colors to highlight buttons, and when you give more visual weight to things that matter, it
creates a visual hierarchy (i.e., a design that people can scan easily).
(OR)
14.b i)Explain the essentials of visual branding and UI/UX in branding.
Branding
Branding in general is the set of marketing and psychological techniques and
steps aiming at promotion of a product, service, persona etc. first of all via setting a
brand. Branding is a sort of image building for an organization via a set of
distinguishing features and promoting awareness and recognizability of the product or
service on the market.
Branding can be realized via the set of visual elements, the most widely used of
which are:Logo
8
Brand Colors
Typography: lettering as a part of the logo or full representation of the logo
(wordmark); types and fonts used via digital as well as physical products
representing the brand; Graphic elements such as, for example, illustrations,
design of letterheads, business cards and other print assets;
Templates for corporate presentations etc.
Ii)Explain style guide and its elements
What should be included in a Style Guide?
Typography
Colors
Iconography
Layouts and Grids
Components
15.a Describe the elements of UX design and explain the UX design process.
User experience (UX) refers to the user's journey when interacting with a
9
(OR)
15.b Explain the types of UX researches and its benefits
10
Register Number
INTERNAL ASSESSMENT - 2
Course Code-Name :
CCS370 - UI AND UX DESIGN Date & Session :
Regulation :
Degree-Branch : B.E. - CSE Duration : 180 Minutes
Semester-Section : VI Max. Marks : 100 Marks
CL-Cognitive Levels: K1-Remember, K2-Understand, K3-Apply, K4-Analyse, K5-Evaluate, K6-Create
CO3:Demonstrate UX Skills in product development.
CO4:Implement Sketching principles,Wireframe and Prototype.
CO5:Identify problem statement,conduct end-to-end user research,Sketch, design with popular tool,build a
prototype and perform usability testing
Answer All Questions
(OR)
K3 (16)
Explain Tools and Method used for Research CO3
11b.
K3 CO4 (16)
12.a Explain about Sketching Red Routes
(OR)
K3 CO4 (16)
12.b What is a responsive layout? Explain its characteristics.
CO4
K3
Illustrate Wireframing in detail. (16)
13.a
(OR)
Demonstrate the types and process of prototyping in K3 (16)
13.b detail. CO4
(OR)
14.b Demonstrate the steps for creating user persona. K3 CO5 (16)
Course Code-Name :
CCS370 - UI AND UX DESIGN Date & Session :
Regulation :
Degree-Branch : B.E. - CSE Duration : 180 Minutes
Semester-Section : VI Max. Marks : 100 Marks
Answer All Questions
1 Quantitative Research: Structured way of collecting and analyzing data in numeric form.
Analysis, interpretation and presentation of numerical data are done by using Statistical
techniques.
4 Red routes are a matrix which helps priorities your content and functionality based on
usefulness to the most users.
Define wireframing
Wireframing in UI/UX Design is one of the most crucial steps which involves visualizing
the skeleton of digital applications. A wireframe is a layout of a product that
5
demonstrates what interface elements will exist on key pages. It is a critical part of the
interaction design process.
List the Types of Wireframing tools
Wireframes can be simply hand-drawn but are often put together using software
likeAdobeXD, Figma, Sketch, Balsamiq to provide an on-screen layout. Using such
6 tools you can create wireframes that are interactive in nature as well where you can
showcase the interactions between screens and also quick usability testing or heuristic
evaluation.
Part –B(5x16=80Marks)
Answer All Questions
Explain the process of conducting UX research in understanding user needs.
If you’re new to UX research, here’s a step-by-step list of what to consider before you begin your
11a.
UX testing program:
Objectives
What do you need to find out about your users and their needs?
Hypothesis
What do you think you already know about your users?
Methods
Based on your deadline, project type, and the size of your research team, what UX research
methods should you use?
Process
Using your selected UX research method(s), begin collecting data about your users, their
preferences, and their needs.
Synthesis
Analyse the data you collected to fill in your knowledge gaps, address your hypothesis and create
a plan to improve your product based on user feedback.
(OR)
Explain Tools and Method used for Research
Most common methods are
1.Focus Groups
Focus Group brings together 6-9 Participant users. The Goal of the Test is to discover what users want
from the Product. Furthermore, conducting Focus Groups allows you to learn about their attitude, opinion
and reactions to concepts that you are testing with Users.
2.Contextual Interview
A contextual interview involves one-on-one interaction between user and researcher. And the interaction
11b. involves the researcher to watch and observe the user work in their environment; and then discuss those
activities with them.
3.User Interview
User interview is one of the most common User research methods. In fact, it provides you the rich
information and insights of what your target users think about your new product, site or service. A User
Interview is typically conducted by 2 UX researchers, one to conduct the interview and other to record the
interview and take notes.
4.Ethnography Study Ethnography is a kind of social research. It is type of qualitative research which
provides a detailed and in-depth description of everyday life and practice taking a wider picture of culture.
“When applied to design, these red routes are the critical and frequent paths that users take to complete
their tasks”
12.a
Red Route principle
Define red routes for your product and you’ll be able to identify, prioritise and eliminate any usability
obstacles on key user journeys.
Identifying Red Routes
Critical
End-to-end tasks with multiple steps or actions
Frequently utilised
Built for scale
Key value drivers
Objectively successful
Tied to critical product metrics
By identifying what the top tasks of your users are it allows you to:
Anticipate user needs
Guide usability testing
Target essential website pages
Design website with user needs in mind
Identify your website’s mission
(OR)
What is a responsive layout? Explain its characteristics.
Responsive web design (RWD) is crucial in UX/UI design, allowing users to access content on any device.
It considers factors like usability, accessibility, and scalability to ensure website enhancement. The
ultimate goal is for users to have the best possible experience with any product.
In today’s digital landscape, responsive UI/UX design is essential. With the wide variety of devices that
users use to access websites and applications, it is critical that your design adapts seamlessly to different
screen sizes and resolutions. In this article, we will provide a comprehensive guide to responsive UI/UX
design, helping you create visually stunning and user-friendly designs that work on any device.
12.b
There are a number of benefits to using responsive design.
First, it ensures that your website or application is accessible to users on all devices. This is important
because more and more people are using their smartphones and tablets to access the web.
Second, responsive design can improve the user experience by making it easier for users to interact with
your website or application on different devices.
Third, responsive design can save you time and money by eliminating the need to create separate
websites for different devices.
13.b Functional: A good prototype executes the fundamental operations of the final product. A good
prototype is one that can be easily improved upon.
Benefits of Prototyping
We can overview the working system early in the process.
It can be used to test each component of the finished product before it is constructed.
Results in higher user satisfaction
Problems are detected before launch of the product.
Reduces development time and cost.
Missing functionality can be identified prior to the launch of the product.
Scope of considering new requirements.
Types of Prototyping
Low-Fidelity Prototyping: A low-fidelity prototyping generally consists of a bare- bones
version of the final product. It is an efficient, straightforward method of turning a design concept
into a bit more real-world illustration of a software application. They are ideal for quick
brainstorming and collaboration. In this the sketches are made and the connection to every part of
the product is made on paper or board. It saves time and money, but may not have every function
that a website should have.
Medium-Fidelity Prototyping: Medium fidelity prototyping has limited functionality but
clickable areas which present the interactions and navigation possibilities of an application. It is a
more detailed and realistic prototype than Low- fidelity prototyping.
High-Fidelity Prototyping: High-fidelity prototypes have a lot of detail and are interactive.
They have better visual appeal and perform functions that are more similar to those of the finished
product. It displays every detail in the design with its functionalities. This is the final step to
ensure that the design is of good quality before it is implemented in the final product.
How to identify and write Problem Statements? Explain the Appropriate Research Methods
Observation: Start by observing your surroundings, workplace, or community Look for patterns,
inefficiencies, or areas where improvements are needed.
Listening: Pay attention to the concerns of people around you, colleagues, students, or community
members. Their challenges can often be a source of meaningful problems.
Research: Stay updated with current literature, research, and news in your field. Identify gaps or
unresolved issues that can be explored further.
Clarity: Ensure the problem statement is clear, concise, and easy to understand for a broad audience.
Avoid technical jargon or overly complex language.
Specificity: Be specific about the problem. Avoid vague statements and provide details about the who,
what, when, where, and why of the problem.
14.a Scope: Define the boundaries of the problem. What is included in the problem, and what is not?
Clearly outline the scope to avoid ambiguity.
Significance: Explain why the problem is significant. Describe the potential impact on individuals,
organizations, or the community if the problem is not addressed.
Consequences: Detail the negative consequences of the problem. This can include financial losses,
decreased efficiency, environmental impact, or any other relevant factors.
Statistics: If applicable, include relevant statistics or data that highlight the extent of the problem.
Statistical information adds credibility to the statement.
support the existence and importance of the problem you are addressing.
Innovation: If your problem statement is for a research project, consider how your approach could be
innovative and contribute to the existing body of knowledge.
Brevity: Problem statements should be concise, usually a few sentences to a short paragraph. Avoid
unnecessary details or background information that does not directly contribute to understanding the
problem.
Focus: Stay focused on the main issue. Do not try to address multiple problems within a single
statement. Each problem should have its own clearly defined statement.
(OR)
Demonstrate the steps for creating user persona.
Definition: Personas are detailed, fictional characters representing different user types within a
target audience. They help designers and developers understand user’s needs, behaviours, and
expectations, guiding UI/UX decisions to create user-centered designs.
What is a user persona? UX persona basics
In user experience and user interface (UX/UI) design, a persona is a fictional character that
represents a typical user of an app, website, or other product.
A user persona helps clarify your target audience:
It helps with design iteration. During alpha and beta testing, the feedback you get will help you
14.b improve your user persona.
It helps you identify the user. A persona helps you understand their needs.
It gives you an understanding of user behavior.
Step 1: Give the persona a name
Step 2: Add demographics and interests
Step 3: Identify frustrations
Step 4: Identify wants and aspirations
Step 5: Review and update frequently
What is solution ideation? Write the characteristics of the ideation session.Write the
techniques in ideation process
Definition: Solution ideation is a structured brainstorming process aimed at generating innovative
and practical ideas to address specific problems or challenges. It involves collaborative and
creative thinking to explore diverse solutions that can lead to breakthrough innovations.
Course Code-
: CCS370 - UI AND UX DESIGN
Name
Degree-Branch : B.E.-Computer Science and Engineering
Year/Semester : III/VI