2013, Part time
www.city.ac.uk
City, University of London, a public research university and part of the University of London, was founded in 1894 as the Northampton Institute and gained university status in 1966. I earned my part-time master’s in Human-Computer Interaction from 2010 to 2013 while working full-time. The program's hands-on approach developed my UX skills and industry knowledge, guided by professors with valuable industry experience.
During my Master's program in Human-Computer Studies (HCS) at City
University, I engaged in a multifaceted exploration of the
intersection between technology and human interaction. This
program provided me with a comprehensive understanding of how
users interact with computer systems, and it equipped me with the
necessary skills to design more intuitive and effective user
interfaces. The coursework involved a diverse array of subjects,
including user experience design, interaction design, cognitive
psychology, and usability testing. Each subject contributed to a
holistic perspective on how people engage with digital platforms
and tools. For instance, studying cognitive psychology allowed me
to grasp the mental models users employ when navigating
technology, while courses in usability testing taught me how to
assess and refine user experiences based on empirical feedback.
One of the highlights of my academic journey was my involvement in
collaborative group projects, which simulating real-world
scenarios where cross-disciplinary teamwork was essential.
In addition to hands-on projects, I also had the opportunity to
engage with industry professionals through guest lectures and
networking events. These interactions provided invaluable insights
into current trends and best practices in the field of HCS while
allowing me to build connections that would prove beneficial for
my career. As part of my Master's thesis,I conducted a
comprehensive research project aimed at assessing content
organization and the utilization of folders within an
organization. This process included designing the study,
recruiting participants, and analyzing data to explore how
effective content organization could improve employee engagement
and information retention. The results not only added to the
academic conversation surrounding technology but also underscored
the practical implications of different user's mental model.
This section is part of the Inclusive Design module. Its objective is to assess an online news website in compliance with WCAG 2.0 accessibility guidelines by utilizing suitable evaluation methods. Furthermore, we will redesign specific pages informed by user research and findings. The user research focused on individuals with Asperger's syndrome and High-Functioning Autism. The screenshot below showcases the redesigned homepage reflecting my recommendations.
This section focuses on the usability evaluation module. The goal is to identify usability challenges related to the online platform of an amusement theme park, with particular attention to the shopping cart. I utilized relevant evaluation methods to assess these issues and subsequently redesigned certain pages based on the insights gathered. The following screenshot displays the updated homepage, reflecting my recommendations and adjustments made in line with established design principles and Gestalt laws.
This project was part of the Interaction Design module, and it involved collaboration among three students, including myself. Our objective was to design a new self-checkout device tailored for a DIY store, grounded in extensive user research and interaction techniques. Each of us participated in various stages, such as gathering requirements, shadowing users, analyzing findings, and defining user mental models through affinity diagrams. We also engaged in brainstorming sessions and conceptual design development. Subsequently, we distributed specific tasks to finalize the report and coursework. My individual contributions included drafting the interaction document and creating a 3D model of the device using Google SketchUp. Additionally, we developed a clickable prototype utilizing the Expression Sketch flow tool as an add-on.
This project falls under the cognition technology module, focusing on the application of Microsoft Surface in brainstorming and collaborative activities. The objective is to explore its effectiveness using principles from cognitive psychology and analytic techniques, specifically GMOS. While there were no limitations regarding hardware size, the number of participants was capped at four, allowing each individual to engage in multiple tasks at their own pace. Academic literature was reviewed to inform the methodologies employed, and recommendations were substantiated by developing a storyboard, as depicted below.