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Courses

410 - Ethics and Information Technology

Ethics and Information Technology --- Applies an emergent philosophy of information to a variety of new technologies that are inherently social in their design, construction, and use. Learning modules include: social media interaction; remembering/forgetting; and game design ethics. By collaborating on building a wiki community, students explore ethical/unethical information behaviors and test information quality metrics.

422 - Needs Assessment and Usability Evaluation

Needs Assessment and Usability Evaluation --- Any product--whether a website, a technological system, or an electronically mediated service--benefits from evaluation before, during, and after the development cycle. Too often, the people who use a product cannot find what they want or accomplish what they need to do. Products are more successful when they are developed through a process that identifies how the products will be used, elicits input from potential users, and watches how the product function in real time with real users. This course provides a hands--on introduction to methods used throughout the entire evaluation process--from identifying the goals of the product, picturing who will use it, engaging users through a variety of formative evaluation techniques, and confirming a product's function through usability testing and summative evaluation. Specific methods include personas and scenarios, competitive analysis, observation, surveys, interviews, data analysis, heuristic evaluation, usability testing, and task analysis. Students will work on group projects that apply these techniques to real products in use or development.

425 - Introduction to User Modeling

Introduction to User Modeling --- This course provides an integrated overview of techniques to model user behavior from economic theory, behavioral economics and computer science. The rational model of consumer choice is concise and provides a useful benchmark. Behavioral economics discusses under which conditions the rational model holds. As economic activity has moved online, "big data" sets have become available to analysts. In addition to theories, students learn the special empirical challenges when analyzing such large-scale online datasets.

429 - Online Communities: Analysis and Design of Online Interaction

Online Communities: Analysis and Design of Online Interaction --- This course gives students a background in theory and practice surrounding online interaction environments. For the purpose of this course, a community is defined as a group of people who sustain interaction over time. The group may be held together by a common identity, a collective purpose, or merely by the individual utility gained from the interactions. An online interaction environment is an electronic forum, accessed through computers or other electronic devices, in which community members can conduct some or all of their interactions.

430 - Information Technology and Global Society

Information Technology and Global Society --- In this course, students will examine recent and current global events featuring information technology, and through both discussion and introspection, construct their own personal hypotheses of technology and society. Along the way, students will hear about the way in which information technology is touching the remotest places in the world, gain an introduction to formal theories of technology and society, and stress-test their critical thinking skills.

467 - UX Research at Scale

UX Research at Scale --- This course provides a framework for developing and executing research programming to understand user needs and evaluate products and services in enterprise settings. Qualitative and quantitative research strategies and methodologies in common use will be covered, including remote unmoderated research, analysis of experience analytics, A/B testing, and advanced survey methods, among others.

482 - Interaction Design Studio

Interaction Design Studio --- This course introduces methods and skills to design and prototype interactive systems. The course covers the design process from the initial formulation of a design problem to creation of digital prototypes. The class structure is a mix of classroom design activities, lectures, and design critiques.

485 - Information Analytics Project

Information Analytics Project --- Advance project course for the Information Analytics Path. Students will apply skills learned in the Path to create a data-centered project that includes requirements analysis, data manipulation and analysis, and evaluation needs of a client. Example project settings include: analyzing customer/user interaction data for a commercial enterprise; constructing new datasets for business intelligence; or applying large-scale predictive analytics to improve a business or educational outcome.

487 - User Experience Final Project

User Experience Final Project --- Advanced project course for the User Experience Path. Students will apply skills learned in the Path to create a project that includes aspects of requirements analysis, design, and evaluation needs of a client. Example project settings might include: constructing a website for an academic unit or organization, building a mobile health application, constructing a commercially viable product, or designing a patient-facing or clinical support system.

491 - Independent Study

Independent Study