COMP33511: User Experience
activeTeaching HCI and UX design to 3rd year undergraduates through blended learning

Featured image: Post-its and UX Planning - Photo by UX Indonesia on Unsplash
Course Description
In this unit, you will come to understand User Experience (UX) as it relates to software engineering and agile practices. The unit is a very high overview (there is no coding, maths, or other aspects you may feel comfortable with) intended to enable you as a Software Engineer to discuss development with UX professionals, or to help you create a bridge between the users and the engineering team. You never know, you may like it and decide to become a UX professional.
You should not confuse this high-level overview of the domain with the knowledge you would acquire in a full three-year degree programme. We will cover the tools, techniques, and mindset necessary to competently approach your first user testing and user experience job. Designed from a practical perspective the unit will enable you to take a junior role in a user experience department or usability company. It will also provide you with the overall knowledge to communicate with others and make sensible suggestions regarding UX work while serving as a basis for future self-study within the UX domain.
The unit is composed of discussions through:
- (a) The principles, tools, and techniques required - foundational UX methods and practices
- (b) Unit notes to expand on those principles and techniques with detailed examples
- (c) Discussion topics to teach and test your ability to summarise, and then form a view based on complex UX topics
- (d) Secondary texts which will teach you about the general science of the area while also enabling you to critique areas and understand how and why your view has been formed, including the ability for people to have different views which may coexist
What is User Experience?
User experience (UX or UE) is often conflated with usability but some would say takes its lead from the emerging discipline of experience design (XD). In reality, this means that usability is often thought of as being within the technical domain, often being responsible for engineering aspects of the interface or interactive behaviour by building usability paradigms directly into the system. On the other hand, user experience is meant to convey a wider remit which does not just primarily focus on the interface but on other psychological aspects of the user behaviour.
ISO 9241-210 defines UX as:
“A person’s perceptions and responses that result from the use or anticipated use of a product, system or service.”
Wikipedia says it is:
“The process of manipulating user behaviour through usability, usefulness, and desirability provided in the interaction with a product.”
Therefore, while agile development includes UX, we don’t explicitly cover front-end development, designing new interfaces, or graphic design in this unit. The focus is on understanding users and their experience.
Overview
I created this unit from the ground up in 2011, and it has consistently achieved excellent student satisfaction scores over 14 years of delivery. The course introduces 3rd year Computer Science students to User Experience design and Human-Computer Interaction, often their first exposure to these critical concepts.
Course Statistics
Enrollment Growth
The course has grown significantly since inception:
- 2011: ~80 students (first cohort)
- 2019/20: 109 students
- 2024/25: 251 students
This represents over 200% growth in enrollment, reflecting both the unit’s reputation and the increasing importance of UX in the curriculum.
Recent Unit Survey Results
| Year | Students | Completion | Excellence | Organisation | Feedback | Credit Share |
|---|---|---|---|---|---|---|
| 2024/25 | 251 | 10% | 4.6 | 4.40 | 4.70 | 100% |
| 2022/23 | 220 | 35% | 4.33 | — | — | 100% |
| 2021/22 | 203 | 21% | 3.30/4.00* | — | — | 100% |
| 2020/21 | 127 | 19% | 3.00/3.00* | — | — | 100% |
| 2019/20 | 109 | 13% | 3.93/4.00* | — | — | 100% |
*Mean/Median scores
2024/25 Performance vs Institutional Averages
The unit significantly outperforms department, school, and faculty averages:
Excellence: 4.60
- Department average: 3.77 (+0.83)
- School average: 4.07 (+0.53)
- Faculty average: 4.11 (+0.49)
Organisation: 4.40
- Department average: 3.89 (+0.51)
- School average: 4.14 (+0.26)
- Faculty average: 4.20 (+0.20)
Feedback: 4.70
- Department average: 3.69 (+1.01)
- School average: 4.01 (+0.69)
- Faculty average: 4.05 (+0.65)
The feedback score of 4.70 is particularly notable, exceeding the department average by more than a full point.
Teaching Innovations
Push Feedback System
The standout innovation that has driven the exceptional feedback scores is the “Push Feedback” system – a direct personal email feedback approach that delivers timely, individualised responses to students.
How it works:
- Personal email sent to each student after assessments
- Specific, actionable feedback tailored to their work
- Timely delivery (within marking window)
- Two-way channel encouraging dialogue
- Reduces friction of accessing feedback through VLE
Impact:
- Feedback scores increased from ~4.0 to 4.70
- Students report feeling more connected to the course
- Increases engagement with formative feedback
- Demonstrates that timeliness matters as much as quality
Open Educational Resources
The course materials are extensively shared as open resources:
YouTube Lectures:
- 2,368 views
- 14,495 minutes watched
- Full course lectures available publicly
- Benefits students with accessibility needs
- Enables revision and review
Slideshare Presentations:
- 11,000 views
- Open access to all slide decks
- Used by students globally
- Referenced by other educators
Custom Textbook (LeanPub):
- Created using the LeanPub publishing model
- Continuously updated based on student feedback
- Affordable for students
- Iterative improvement approach
Social Networking Integration
Integration of social networking concepts to increase student engagement:
- Discussion forums for peer learning
- Collaborative project work
- Real-world UX critique and analysis
- Building a community of practice
Blended Learning Approach
The course pioneered blended learning in the department:
- Pre-recorded lectures for theory
- Seminars for discussion and application
- Practical exercises and critiques
- Guest speakers from industry
- Real-world project work
Pedagogical Scholarship
The teaching approach has been documented in published research:
Harper, S. (2016). “The User Experience in Zen and the Art of Motorcycle Maintenance”. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 317–327.
https://doi.org/10.1145/2851581.2892566
This paper addresses the challenge of teaching UX/HCI concepts to students encountering the domain for the first time. It draws on Robert Pirsig’s “Zen and the Art of Motorcycle Maintenance” to frame quality and craftsmanship in UX design.
Key contributions:
- Novel pedagogical approach to introducing UX
- Connecting philosophical concepts to practical design
- Addressing the “quality” question in HCI teaching
- Contribution to computing education scholarship
Course Content
Core Topics
The course covers fundamental UX and HCI concepts:
User Research:
- User interviews and ethnographic methods
- Personas and user journey mapping
- Requirements gathering
- Contextual inquiry
Design Process:
- User-centred design principles
- Iterative design and prototyping
- Design thinking methodologies
- From low-fidelity to high-fidelity prototypes
Evaluation Methods:
- Heuristic evaluation
- Cognitive walkthroughs
- Usability testing
- A/B testing and analytics
Interaction Design:
- Interface design principles
- Information architecture
- Visual design fundamentals
- Accessibility considerations
Emerging Topics:
- Mobile and responsive design
- Voice and conversational interfaces
- AR/VR experiences
- Ethical considerations in UX
Assessment Structure
Coursework (100%):
- Individual design portfolio
- Group project with presentation
- Critical evaluation assignment
- Reflective practice components
No examination – all assessment through practical application and demonstration of UX skills.
Student Outcomes
Skills Developed
Students completing the course demonstrate:
- Ability to conduct user research
- Competence in design tools and methods
- Critical evaluation of interfaces
- Understanding of accessibility
- Practical prototyping skills
- Communication of design rationale
Career Impact
Many students have gone on to:
- UX/UI Designer roles in industry
- Product Manager positions
- PhD research in HCI
- Founding design-focused start-ups
- Bringing UX practice to traditional CS roles
Evolution Over Time
Continuous Improvement
The course has evolved significantly since 2011:
2011-2013: Foundation years
- Basic HCI principles
- Limited tooling
- Traditional lecture format
2014-2016: Digital transformation
- YouTube lecture integration
- Online resources expanded
- Social networking integration
2017-2019: Assessment innovation
- Push feedback system introduced
- Portfolio assessment refined
- Group project format improved
2020-2022: Pandemic adaptation
- Fully remote delivery
- Enhanced asynchronous materials
- Virtual collaboration tools
2023-present: Post-pandemic optimisation
- Hybrid delivery model
- Maintained best remote practices
- Enhanced in-person workshops
- Record enrollment and satisfaction
Responding to Student Feedback
Key changes driven by student input:
- More practical exercises (less theory)
- Earlier introduction to design tools
- More industry guest speakers
- Clearer assessment criteria
- Faster feedback turnaround
Industry Connections
The course maintains strong industry links:
Guest Speakers:
- UX professionals from major tech companies
- Design agency founders
- Product managers from start-ups
- Accessibility specialists
Industry Projects:
- Some years feature real client projects
- Students solve actual UX problems
- Builds portfolios with authentic work
- Creates networking opportunities
Challenges and Solutions
Challenge: Scale
Issue: 251 students is large for a design-focused course Solution:
- Graduate Teaching Assistants for small group work
- Peer review and critique sessions
- Structured feedback rubrics
- Push feedback system for efficiency
Challenge: Tool Ecosystem
Issue: Rapidly changing design tools (Sketch → Figma → etc.) Solution:
- Focus on principles over specific tools
- Allow tool choice flexibility
- Maintain tutorials for popular options
- Emphasise transferable skills
Challenge: Prior Knowledge Variation
Issue: Students have varying design experience Solution:
- Foundational content accessible to beginners
- Extension activities for advanced students
- Peer mentoring encouraged
- Self-paced learning materials
Challenge: Assessment Authenticity
Issue: Balancing academic rigour with practical skills Solution:
- Portfolio-based assessment
- Real-world project contexts
- Industry-standard evaluation criteria
- Reflective components for depth
Accessibility and Inclusion
The course models inclusive practice:
Course Accessibility:
- All videos have captions
- Transcripts available
- Alternative formats provided
- Flexible deadline policy
Teaching Accessibility:
- Accessibility integrated throughout (not optional topic)
- Students evaluate designs for accessibility
- Guest speakers with lived experience
- WCAG compliance in student work
Diverse Examples:
- Case studies from global contexts
- Various application domains
- Representation in personas
- Inclusive design principles
Future Directions
Planned Enhancements
Short-term (2025):
- AI integration in UX design workflows
- Enhanced industry project partnerships
- Alumni guest speaker series
- Accessibility lab workshops
Medium-term (2026-2027):
- AR/VR design module expansion
- Design systems teaching
- Advanced prototyping tools
- International collaboration projects
Long-term Vision:
- Potential 4th year follow-on course
- Professional accreditation pathway
- Industry certification integration
- Research-led teaching on emerging interactions
Adapting to AI Era
As AI transforms design tools:
- Teaching AI-augmented design processes
- Ethical considerations of AI in UX
- Human oversight of AI-generated designs
- Critical evaluation of AI suggestions
Teaching Philosophy Applied
This course exemplifies my teaching philosophy:
Student Engagement:
- Push feedback creates personal connection
- Open resources enable self-directed learning
- Social elements build community
Practical Relevance:
- Portfolio assessment mirrors industry practice
- Real-world project contexts
- Industry guest speakers
Timely Feedback:
- Push notification system
- Clear, actionable guidance
- Encourages iteration
Research-Led Teaching:
- Current HCI research integrated
- Published pedagogy
- Evidence-based methods
Continuous Improvement:
- Annual curriculum review
- Student feedback integration
- Teaching innovation awards
Recognition
The course has received recognition through:
- Consistently high student satisfaction scores
- Featured in department teaching showcase
- Reference point for other UX courses nationally
- Published scholarship on pedagogy
- External examiner commendations
Student Testimonials
While anonymous, evaluation comments include:
“The push feedback emails made such a difference – I actually read and used the feedback because it came directly to me.”
“Best organized course I’ve taken. Everything was clear and the lecturer obviously cares about the subject and students.”
“Finally understand why some websites are terrible and others aren’t. Practical skills I’ll use in every job.”
“Wish I’d taken this earlier in my degree. Changes how you think about everything.”
Resources
Course Materials:
- YouTube channel with lecture series
- Slideshare presentations (11k views)
- LeanPub textbook
- Blackboard/Canvas resources
External Links:
Contact:
- Course enquiries via department
- Guest speaker requests welcome
- Collaboration opportunities considered
Conclusion
COMP33511 represents 14 years of iterative development in teaching User Experience to Computer Science students. The course combines innovative delivery methods, strong industry connections, and a focus on practical skills with consistently high student satisfaction.
The Push Feedback system – now widely recognized within the department – demonstrates that small innovations in communication can have outsized impacts on student experience. With a 4.70 feedback score compared to a 3.69 department average, this simple intervention of personalizing and pushing feedback directly to students has transformed engagement.
As UX becomes increasingly central to software development, this course serves as a critical component of the Computer Science curriculum, producing graduates who understand that technology isn’t just about functionality – it’s about the people who use it.
The course continues to evolve, maintaining its position as one of the highest-rated units in the department while growing to serve over 250 students annually.