UX, DIGITAL DESIGN & USABILITY

Academic Year 2024/2025 - Teacher: FILIPPO STANCO

Expected Learning Outcomes

General learning objectives in terms of expected learning outcomes.

  1. Knowledge and understanding: The purpose of the course is to acquire knowledge that will enable the student to understand the theoretical and physical mechanisms underlying the User eXperience, the Design Web and Mobile, and the Usability. 
  2. Ability to apply knowledge and understanding: the student will acquire the skills needed to design a User Experience with usability.
  3. Making judgments: Through examples in the classroom, the student will be put into the condition of understanding whether the solutions offered by him meet a certain degree of quality.
  4. Communication skills: The student will acquire the necessary communication skills and technical language skills in the UX Desing and Usability field.
  5. Learning Skills: The aim of the course is to provide the student with the necessary theoretical and practical methodologies to deal with and solve new problems that arise during a work activity. To this end, several topics will be addressed in lesson by involving the student in the search for possible solutions to real problems.

Course Structure

Classroom lessons

Should teaching be carried out in mixed mode or remotely, it may be necessary to introduce changes with respect to previous statements, in line with the programme planned and outlined in the syllabus.

Access to the teaching materials provided by the instructor is available on MS Teams, in the "UX, Design and Usability" Team, code: xl7kpvz

All communications will take place through the official Telegram channel of the course, so students are requested to join it: https://t.me/boost?c=2452418386

Required Prerequisites

Good knowledge of basic programming. It is sufficient to have passed the "Human Interaction and Multimedia" course.

Attendance of Lessons

Attendance to classes is mandatory.

Detailed Course Content

What is User eXperience:

  • design
  • analysis
  • definition
  • prototyping
  • testing
  • mockup
  • evaluation
Designing on the person

Design as a strategic resource of a project

Design, business and Marketing that converge on common objectives

Principles of Digital Design on Apps and Web

Laws of web and mobile usability

Textbook Information

To appear.

Learning Assessment

Learning Assessment Procedures

In order to take the exam, in accordance with the regulations, it is MANDATORY to register on the Smart Edu portal and on any other platform, as MS Forms, required by the instructor to optimize logistics.


The exam is divided into 2 phases:

Definition of a User Experience Design project.

Oral presentation of the project.

The assessment may also be conducted online, should the circumstances require it.


Students with disabilities and/or learning disorders (DSA) must contact the instructor and the CInAP representative at DMI well in advance of the exam date to inform them of their intention to take the exam with the appropriate compensatory measures.


For the assignment of grades for individual assessments, the following criteria are typically followed:

  • Fail: The student has not acquired the basic concepts and is unable to complete the exercises.
  • 18-23: The student demonstrates a minimal mastery of the fundamental concepts; their ability to present and connect content is modest, and they can solve simple exercises.
  • 24-27: The student shows a good grasp of the course content; their ability to present and connect the content is good, and they solve exercises with few errors.
  • 28-30 with honors: The student has acquired all course content and can present them comprehensively with a critical perspective; they solve exercises completely and without errors

Examples of frequently asked questions and / or exercises

The student studies and comments on the version of the website www.unict.it and proposes improvements that best satisfy the laws of user experience and usability.