Standards in this Framework
Standards Mapped
Mapped to Course
| Standard | Lessons |
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1.A
Identify job opportunities in UX and accompanying job duties and tasks |
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1.B
Employ effective verbal and nonverbal communication skills |
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1.C
Examine the role of certifications, resumes, and portfolios in UX professions |
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1.D
Solve problems and think critically |
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1.E
Demonstrate leadership skills and function effectively as a team member with a focus on appreciation for diversity, conflict management, and adaptability |
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1.F
Demonstrate planning and time-management skills such as storyboarding and project management, including initiating, planning, executing, monitoring and controlling, and closing a project |
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2.A
Adapt language such as structure and style for audience, purpose, situation, and intent |
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2.B
Organize oral and written information |
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2.C
Interpret and communicate information, data, and observations |
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2.D
Deliver formal and informal presentations |
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2.E
Apply active listening skills to obtain and clarify information |
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2.F
Analyze multiple viewpoints of potential diverse users |
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2.G
Exhibit public relations skills |
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3.A
Summarize the evolution of the UX field |
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3.B
Analyze current trends and challenges of the UX field |
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3.C
Examine the diversity of roles and career opportunities across the UX field |
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3.D
Identify terminology associated with UX including Agile, sprint cycles, back and front-end development, design thinking, empathy mapping, journey mapping, game-storming, human computer interaction, taskanalysis observation, quantitative and qualitative data, end user, iteration, persona, wire-framing, prototype, scrum, user interface design, journey, and empathy mapping |
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3.E
Identify and explain the differences between effective and ineffective design |
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3.F
Identify and explain the connection between psychology and behavior with regard to usability |
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3.G
Explain how design affects our everyday lives |
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3.H
Predict future applications of UX skills |
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4.A
Explain and demonstrate ethical use of technology |
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4.B
Explain intellectual property laws, including copyright, trademarks, and patents and consequences of violating each type of law |
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4.C
Adhere to intellectual property laws |
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4.D
Explain the consequences of plagiarism |
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4.E
Demonstrate ethical use of online resources, including citation of sources |
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5.A
Explain the difference between qualitative and quantitative data; |
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5.B
Conduct user interviews to gather insights into what users think about a site, an application, a product, or a process |
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5.C
Draw conclusions from qualitative data collection and methods |
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5.D
Analyze and document how users perform tasks through a task analysis observation |
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5.E
Identify patterns in collected data |
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5.F
Define affinity and customer journey maps as a visual document that shows a user’s interactions with a company or product to understand business solution opportunities |
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5.G
Develop a user persona as a representation of real target audience data |
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5.H
Prepare communication, observations, analyses, and findings for business product and marketing teams |
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6.A
Organize ideas and data using affinity mapping |
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6.B
Produce simple customer journey maps |
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6.C
Communicate observations, analyses, and findings with business product and marketing teams |
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7.A
Identify Gestalt principles and how users tend to unify visual elements into groups |
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7.B
Describe visceral reactions in creating a positive user experience |
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7.C
Demonstrate knowledge of the psychology of color which is the influence of colors on the human behavior, mind, and reactions |
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7.D
Explain recognition and scanning patterns |
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7.E
Define Hick's Law and Weber's Law of just noticeable difference |
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7.F
Explain sensory adaptation phenomenon and perceptual set |
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7.G
Explain the stages of human information processing, including sensing, perceiving, decision-making, and acting |
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8.A
Identify end-user problems and needs in real-world environments |
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8.B
Identify principles of accessibility, such as perceivable, operable, understandable, and robust (POUR) |
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8.C
Identify and explain the connection between human and computer interaction in regard to usability |
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8.D
Identify where an existing product or process can be improved for the end user by using empathy and journey mapping |
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8.E
Sketch and revise designs to understand the concept of wire-framing, prototypes, and rapid iteration |
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8.F
Apply design thinking methodology to understand users, challenge assumptions, redefine problems, and create solutions to prototype and test |
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8.G
Perform user tests to determine what is effective and efficient for changes to the product or process |
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8.H
Define and use iteration process based on user test data to analyze and validate or challenge assumptions for a design solution |
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8.I
Perform various ideation techniques such as prototyping, storyboarding, and game-storming to visually predict and explore a user experience’s with a product |
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9.A
Identify the relationship between UX research and design-thinking methods and the different stages and roles of UX project management including Scrum and a sprint cycle |
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9.B
Describe best practices of UX research and design thinking in Agile project cycles |
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9.C
Identify and use techniques of building and achieving consensus in solution design |
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9.D
Understand the purpose and roles of UX professionals throughout a project lifecycle |
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10.A
Apply writing skills to document research findings and solution plans |
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10.B
Identify the terminology associated with web page and mobile app development, and interactive media |
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10.C
Use design elements such as typeface, color, shape, texture, space, and form |
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10.D
Use design principles such as unity, harmony, balance, scale, and contrast |
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10.E
Identify and explain common elements of Hyper Text Markup Language (HTML) such as tags, style sheets, and hyperlinks |
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10.F.i
Create effective user interfaces for browser-based, native, and hybrid mobile applications |
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10.F.ii
Demonstrate proper use of vector and raster-based design software |
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10.F.iii
Demonstrate an understanding of the difference between desktop and mobile applications |
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10.F.iv
Understand the difference between back-end and front-end development in UX |
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10.F.v
Create a web page containing links, graphics, and text using appropriate design principles |
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10.G
Demonstrate basic sketching skills for agile iteration |
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10.H
Create wireframes using design software to create mobile and application layout designs and functions |
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10.I
Create interactive elements in wireframes as foundational for agile prototyping |
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10.J
Explain how design fidelity from sketch to wireframe to prototype to visuals, aligns with and supports agile development lifecycles |
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10.K
Produce digital assets toward a digital product portfolio |
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