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2016/2017  BA-BINMV1005U  UX design and business model development for digital products

English Title
UX design and business model development for digital products

Course information

Language English
Course ECTS 7.5 ECTS
Type Elective
Level Bachelor
Duration One Quarter
Start time of the course Autumn, First Quarter
Timetable Course schedule will be posted at calendar.cbs.dk
Study board
Study Board for BA in Information Management
Course coordinator
  • Ather Nawaz - Department of IT Management (ITM)
Main academic disciplines
  • Entrepreneurship
  • Information technology
Last updated on 02-03-2016
Learning objectives
To achieve the grade 12, students should meet the following learning objectives with no or only minor mistakes or errors:
  • Explain user experience (UX) design, and UX design problems
  • Find design problems, analyze design problems and suggest improvements
  • Explain different user research methods
  • Tie design problems to new business models
  • Explain business and cost benefits
  • Define a minimal viable product (MVP) and methods for validating a business model
  • Understanding of sketching, wireframe and prototypes
Prerequisites for registering for the exam
Number of mandatory activities: 1
Compulsory assignments (assessed approved/not approved)
synopsis (max 5 pages)
UX design and business model development for digital products:
Exam ECTS 7,5
Examination form Oral exam based on written product

In order to participate in the oral exam, the written product must be handed in before the oral exam; by the set deadline. The grade is based on an overall assessment of the written product and the individual oral performance.
Individual or group exam Individual exam
Size of written product Max. 5 pages
Individual oral exam (20 min) on the basis of a synopsis (max 5 pages)
Assignment type Synopsis
Written product to be submitted on specified date and time.
20 min. per student, including examiners' discussion of grade, and informing plus explaining the grade
Preparation time No preparation
Grading scale 7-step scale
Examiner(s) Internal examiner and external examiner
Exam period Autumn and Autumn
Aids allowed to bring to the exam Closed book
Make-up exam/re-exam
Same examination form as the ordinary exam
Course content and structure

Today, successful companies with good products focus on great user experience (UX) for people for their digital products.  Focusing on user experience (UX) of digital products can differentiate a company from its competitors. It draws a question how to define and design UX for digital products.

This course will teach you the core process of experience design and how to effectively evaluate your work with the people for whom you are designing. It will give an overview of different perspectives of UX problems and how they can be tackled by using different approaches to build a product. It will also give students a framework to identify a design problem and develop a business idea based on it. Students will use industry-standard UX tools and methods to create a variety of UX deliverables that can be used to pitch an idea to investors, business partners or company management. The course contents include but not limited to following topics:


  • Understanding and defining UX design problems

  • Business model development

  • Paper prototype and wireframe development

  • Mobile User Experience

  • Lean UX and User research

  • Techniques for UX evaluation and minimal viable product (MVP)

Teaching methods
The teaching methods involve interactive lectures with group discussions, and role plays for case examples. In the workshops, the the students will be working on identifying design problem, suggesting design solutions and evaluating UX of these designs.
Student workload
Readings 40 hours
Design problems, design solution ane evaluation 30 hours
Presentation 15 hours
Expected literature
  • Klein, L. (2013). UX for lean startups: Faster, smarter user experience research and design. " O'Reilly Media, Inc.".
  • Levy, J. (2015). UX Strategy: How to Devise Innovative Digital Products that People Want. " O'Reilly Media, Inc.".
  • Krishna, G. (2015). The Best Interface Is No Interface: The simple path to brilliant technology (1 edition). Berkeley, California: New Riders.
  • Yunker, J. Beyond Borders: Web Globalization Strategies, New Riders Press, 2002.
  • Graham, P. (2013). Do Things that Don’t Scale. Retrieved January 4, 2016, from http://paulgraham.com/ds.html
  • Osterwalder, A., Pigneur, Y., & Clark, T. (2010). Business model generation: A handbook for visionaries, game changers, and challengers. Hoboken, NJ: Wiley.
  • Walton, T. (2014). Device-Agnostic. Retrieved 4 January 2016, from  http://trentwalton.com/2014/03/10/device-agnostic/
  • Wroblewski, L. (2011). Mobile FIrst. New York: A Book Apart.
  • Nawaz, A., Skjæret, N., Ystmark, K., Helbostad, J. L., Vereijken, B., & Svanæs, D. (2014). Assessing seniors' user experience (UX) of exergames for balance training. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational (pp. 578-587). ACM.


Last updated on 02-03-2016