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User Experience Design

Other • Year 12 • 60 • 30 students • Created with AI following Aligned with National Curriculum for England

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Other
Year 12
60
30 students
2 July 2025

Teaching Instructions

This is lesson 12 of 14 in the unit "Exploring Digital Media". Lesson Title: User Experience (UX) Design Principles Lesson Description: Introduce the principles of UX design. Students will evaluate a website or app for its user experience and suggest improvements based on UX principles.

Lesson Overview

Unit: Exploring Digital Media (Lesson 12 of 14)
Duration: 60 minutes
Class Size: 30 students
Age Group: Year 12 (16–17 years old)
Subject Area: Other – Digital Media Design
National Curriculum Link:

  • Computing Programme of Study (Key Stage 5 – A level focus)
  • Develop understanding of human-computer interaction principles and their application to design and evaluation of digital products.
  • Analyse and evaluate the usability of digital interfaces considering user needs, accessibility, and inclusive design (Programme of Study: Design and development of digital systems).
  • Apply iterative design and evaluation techniques to improve digital media products.

Learning Objectives

By the end of the lesson, students will be able to:

  1. Define the core principles of User Experience (UX) design relevant to digital media platforms.
  2. Evaluate the effectiveness of a given website or app in terms of its UX, identifying both strengths and weaknesses.
  3. Suggest informed, evidence-based improvements to enhance usability, accessibility, and overall user satisfaction based on recognised UX principles.
  4. Apply critical thinking and communication skills by collaboratively discussing UX findings and justifying recommendations.

Curriculum Link and Competencies

  • National Curriculum English (KS5) – Develop complex communication and presentation skills when discussing media products.
  • Computing Programme of Study KS5 (England) – Understanding human-computer interaction (HCI) principles is integral for designing and evaluating interface usability and accessibility.
  • Personal, Social, Health and Economic Education (PSHE) – Encourages collaborative work and respect for diverse perspectives in evaluating digital media products.
  • British Values – Promotes critical thinking, democracy through group decision-making, and respect for different user needs and accessibility via inclusive design principles.

Resources Required

  • Projector and screen for presentation
  • Laptops/tablets (one per group) with internet access to review selected websites/apps
  • Printouts of UX principles summary sheet
  • Evaluation worksheet template (includes criteria such as usability, accessibility, visual design, navigation, content clarity)
  • Whiteboard and markers for class discussion
  • Sticky notes and flip chart for group recommendations

Lesson Breakdown

1. Starter Activity (10 minutes) – "What Makes a Good Experience?"

  • Activity:
    • Present a quick interactive quiz via Kahoot or flashcards on well-known apps/websites (e.g., YouTube, NHS website, Instagram) asking:
      • Which apps/websites do students find easy or frustrating to use? Why?
    • Engage students in a brief whole-class discussion to spark personal connections to User Experience.
  • Purpose: Activates prior knowledge and highlights importance of UX in everyday digital interaction.

2. Direct Instruction (15 minutes) – Introducing UX Design Principles

  • Present a concise, focused overview of fundamental UX design principles:
    • Usability (ease of use, intuitiveness)
    • Accessibility (inclusive design for disabilities and varied user needs)
    • Consistency (uniform layout, familiar controls)
    • Feedback (system response to user actions)
    • Visual hierarchy (clarity and focus on important elements)
    • User control and freedom (undo, exit options)
    • Simplicity and minimalism (avoiding clutter)
  • Use real-world UK examples (e.g., GOV.UK service websites, NHS app) to illustrate each principle.
  • Distribute the UX principles summary sheet.
  • Encourage questions for clarification.

3. Group Activity (20 minutes) – Evaluating a Real Website or App

  • Split class into groups of 5 (6 groups total). Assign each group one UK-centric website or app popular with their age group (e.g., BBC iPlayer, NHS App, TikTok UK interface, GOV.UK services portal, Trainline app).
  • Each group:
    • Explore the given digital platform on their laptops/tablets.
    • Complete the evaluation worksheet, critically analysing the platform against UX principles.
    • Identify 2–3 strong UX features and 2–3 areas needing improvement.
    • Develop actionable improvement suggestions that consider accessibility and user diversity.
  • Teacher circulates to scaffold and challenge thinking with probing questions.

4. Group Presentations & Class Discussion (10 minutes)

  • Each group presents their UX evaluation findings and recommendations (max 2 minutes each).
  • Encourage other students to ask questions or suggest further ideas.
  • Facilitate brief whole-class reflection on common UX challenges and innovative solutions.

5. Plenary & Individual Reflection (5 minutes)

  • Students independently write a short reflection answering:
    • “Which UX principle do you think is most important and why?”
    • “How might applying these principles improve real-world digital experiences for all users?”
  • Collect reflections for teacher feedback or use as formative assessment.

Differentiation

  • Support: Provide guided questions and examples for less confident students during the evaluation phase.
  • Extension: More able students can challenge themselves by referencing UK legal requirements such as the Equality Act 2010 with respect to accessibility, or discuss emerging trends (e.g., Voice UX, AI interfaces).

Assessment & Feedback

  • Formative assessment via:
    • Group presentations
    • Completed evaluation worksheets
    • Individual reflections
  • Feedback given verbally and written (sample positive reinforcement plus areas to deepen analysis).

Cross-Curricular Links & Future Learning

  • Links to English (communication skills), PSHE (collaboration), and Digital Technologies (design and evaluation).
  • Prepares foundation for final lessons on prototyping and testing digital media products in the unit.

Teacher’s Notes

  • Ensure website/app choices used for evaluation are age-appropriate and relevant to student interests for heightened engagement.
  • Consider guest speaker (e.g., UX designer via video) for future lessons to connect theory with industry practice.
  • Use this lesson as an opportunity to foster a mindset of empathy and inclusivity in digital design.

This lesson plan engages Year 12 learners with practical, UK-relevant exploration of UX design principles grounded firmly in the National Curriculum frameworks, enhancing critical analysis and creative problem-solving skills for digital media contexts.

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