2020/2021 KAN-CBUSV2035U UX in Organizations (T)
English Title | |
UX in Organizations (T) |
Course information |
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Language | English |
Course ECTS | 7.5 ECTS |
Type | Elective |
Level | Full Degree Master |
Duration | One Semester |
Start time of the course | Spring |
Timetable | Course schedule will be posted at calendar.cbs.dk |
Max. participants | 120 |
Study board |
BUS Study Board for BSc/MSc in Business Administration and
Information Systems, MSc
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Course coordinator | |
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Main academic disciplines | |
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Teaching methods | |
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Last updated on 30-11-2020 |
Relevant links |
Learning objectives | ||||||||||||||||||||||||||
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Course prerequisites | ||||||||||||||||||||||||||
The course participants should have basic knowledge in interaction design and UX. | ||||||||||||||||||||||||||
Prerequisites for registering for the exam (activities during the teaching period) | ||||||||||||||||||||||||||
Number of compulsory
activities which must be approved (see s. 13 of the Programme
Regulations): 2
Compulsory home
assignments
1/ Mid-term deliverable: Description (max 5 page) of your research design for doing a study of your topic of interest (uploaded in DE).
Oral presentations
etc.
2/ Oral presentations Hand in a summary/slides of 3 presentations of ongoing design work. The presentations are given in class by the exam groups (min 2 people) and is about ongoing work analysis and design work. Re take of both assignments If a student cannot participate in one or two assignments due to documented illness, or if a student does not get the activities approved in spite of making a real attempt, then the student will be given one extra attempt before the ordinary exam. The extra attempt will be an individual written report of 10 pages on a topic assigned by the teacher, and this report will cover both mandatory activities. |
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Examination | ||||||||||||||||||||||||||
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Course content, structure and pedagogical approach | ||||||||||||||||||||||||||
UX and usability builds on the principle of empowering the end-users of computers, so that they understand what is happening and can control the outcome and experience positive emotions and well-being when interacting with computers. How does that principle unfold for UX in organizations? What changes when the user experience becomes the employee experience? How to understand and design for UX of algorithms and UX of artificial intelligence in the organizaion?
Traditionally, UX has been about an individual user’s experience of technology, which has often been the experience of consumer web stores and products such as smartphones. However, in this course we will follow a new trend and look at UX of digital workplace technologies in organizations.
Digital workplace technologies include the use of a wide range of devices such as mobile technologies, Internet of Things (IoT), augmented reality (AR) and virtual reality (VR), wearable and self-tracking technologies. These technologies are contributing to a digital transformation of work into workplaces that go beyond time and place and promise to improve automations, evaluation, and facilitation of work processes. UX at work is constantly being reconfigured by organizational use of digital workplace technologies that are increasingly smarter e.g., as illustrated by the recent convenient inclusion of tools for communication (Skype) and sharing (OneDrive) in standard office software (MS Word), and by the emerging use of AI techniques in the digifal workplace.
When we want to change and improve UX within and across organization, we may begin with exploring traditional organizational usability and UX. However, more than that is needed to design the employee experience. Taking business, managerial, organizational, and cultural views of UX allow for designs for different organizational levels from top management to employees. We may want to look at topics such as UX and interoperability, UX of legacy systems, and the concept of ‘end-user’ in organizations. All of this analysis and construction work we will integrate under the heading of‘design thinking management and support by applying socio-technical design frameworks from the literature.
The cases that students select may for example be designing interactions in networks of organizations, creating mini-hacks for appropriation of workflows, designing a novel part of the smart workplace, designing collaboration on big public screens, or other. The techniques and tools may include work and workplace analysis, interaction design, contextual personas, low fi prototypes, remote UX evaluation, and tools for data analysis.
The course consists of 24 lectures and 24 workshops that are organised in 12 sessions. Each session begins with lectures and is followed by workshops in the same room (if possible). There is one midterm online deliverable, which will be given online feedback. |
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Description of the teaching methods | ||||||||||||||||||||||||||
Most of the classes will be online.
This course aims to to be for students who consider doing their master thesis within an UX topic, or aim at a career as a UX professional or UX manager, or simply has a keen interest in the topic. The course will apply a mixture of short lectures, group and class discussion based on presentations, blended learning with online feedback, and individual student group supervision. |
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Feedback during the teaching period | ||||||||||||||||||||||||||
Feedback in provided as part of the teacher-student dialogue. Feedback is specifically given after each mandatory activity. Furthermore, all student presentations will be given feedback. Feedback is also possible to get during office hours. | ||||||||||||||||||||||||||
Student workload | ||||||||||||||||||||||||||
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Further Information | ||||||||||||||||||||||||||
The course focus is on a classic socio-technical approach to notions of "User Experience", "customer experience", "employee experience", etc. |
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Expected literature | ||||||||||||||||||||||||||
The literature can be changed before the semester starts. Students are advised to find the final literature on Canvas before they buy the books.
Books: Button, G., & Sharrock, W. (2009). Studies of Work and the Workplace in HCI: Concepts and Techniques. Synthesis Lectures on Human-Centered Informatics, 2(1), 1-96.
Papers: Abdelnour-Nocera, J., & Clemmensen, T. (2019). Theorizing About Socio-Technical Approaches to HCI. In B. R. Barricelli, V. Roto, T. Clemmensen, P. Campos, A. Lopes, F. Gonçalves, & J. Abdelnour-Nocera (Eds.), Human Work Interaction Design. Designing Engaging Automation (pp. 242–262). Cham: Springer International Publishing.
Gruber, M., De Leon, N., George, G., & Thompson, P. (2015). Managing by design. Academy of Management Journal, 58(1), 1-7.
Lu, Y., & Roto, V. (2015). Evoking meaningful experiences at work: A positive design framework for work tools. Journal of Engineering Design, Special issue on Interaction and Experience Design 26(4-6), pp. 99- 20.
Oscar Berg and Henrik Gustafsson. 2018. Digital Workplace Strategy & Design: A step-by-step guide to an empowering employee experience. BoD-Books on Demand.
Stefanie Harbich and Marc Hassenzahl. 2016. User Experience in the Work Domain: A Longitudinal Field Study. (2016). DOI:https://doi.org/10.1093/iwc/iww022
Schaufeli, W. B., Salanova, M., González-Romá, V., & Bakker, A. B. (2002). The measurement of engagement and burnout: A two sample confirmatory factor analytic approach. Journal of Happiness Studies, 3(1), 71–92.
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