Course program
After an initial part of the course focused on transferring knowledge about fundamental concepts and processes, students will systematically go through the typical phases of a UX project. Classroom activities will include hands-on experimentation with the topics discussed with the instructor, applying methods and techniques within a group project.
UX Foundations
What UX is: definitions and key components
What we do when we do UX: activities, roles, deliverables
From The Design of Everyday Things to design for a better world: the evolution of design thinking
Biases and design guidelines: principles of applied cognitive psychology
UX Research and Discovery
Overview of UX research: qualitative and quantitative methods
Discovery: exploration techniques and problem definition
Competitive analysis: benchmarking and positioning
Strategy and Service Design
Business Model Canvas: aligning business goals with user needs
Value Proposition Canvas: defining the value proposition
Service design: orchestrating touchpoints and service blueprints
Prototyping and Validation
Prototyping: from low to high fidelity, tools and techniques
User testing: planning, execution, and analysis
Planning: development roadmap and prioritization
AI Integration in the UX Process
At each stage, the course will highlight how AI technologies can support design activities, from generating insights to assisted prototyping.
Prerequisites
Basic digital communication skills
Familiarity with basic IT tools
Books
For attending students
Students who complete the group project are not required to take an exam on the assigned readings. Course materials will be provided during the semester via the Classroom platform.
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For non-attending students — Required readings
All three of the following texts are mandatory for the exam:
Norman, D. A. (2013). The Design of Everyday Things (2nd ed.). New York: Basic Books.
Italian trans.: La caffettiera del masochista. Il design degli oggetti quotidiani (Nuova edizione ampliata). Firenze–Milano: Giunti, 2014.
Bland, D. J., & Osterwalder, A. (2019). Testing Business Ideas: A Field Guide for Rapid Experimentation. John Wiley & Sons.
Italian trans.: Testare le idee di business. Una guida sul campo per la sperimentazione rapida. 44 tipi di esperimenti per trovare la strada giusta. Grandi vittorie con piccole scommesse. Milano: Edizioni LSWR, 2019.
Hassenzahl, M. (2018). “The Thing and I: Understanding the Relationship Between User and Product.” In M. Blythe & A. F. Monk (Eds.), Funology 2: From Usability to Enjoyment (pp. 97–106). Springer.
Also available via ResearchGate: https://www.researchgate.net/publication/226420570_The_Thing_and_I_Understanding_the_Relationship_Between_User_and_Product
Frequency
Attendance is not mandatory but is strongly recommended due to the practical and collaborative nature of the course.
Students can choose between two paths:
Attending students: active participation in class activities and completion of a group project
Non-attending students: individual study of the required readings plus completion of an individual project
Exam mode
---- Assessment — Attending Students -----
Learning will be assessed through a group project on a topic agreed with the instructor, evaluated using a structured analytic rubric.
Project deliverables
Idea Summary — Executive summary of the project
Discovery — User research documentation
Business Model Canvas & Value Proposition Canvas — Business model and value proposition
Benchmark — Competitive market analysis
Service Design — Service blueprint and touchpoints
User Testing & Reworks — Usability tests and resulting iterations
Timeline & Costs — Project roadmap and budget
Retrospective — Critical reflection on the team’s workflow
Cross-cutting evaluation criteria
Each component will be assessed according to:
Completeness: Inclusion of all required elements
Conceptual Understanding: Correct application of UX methodologies
Data-driven Approach: Use of data and research to support decisions
Business Orientation: Feasibility and sustainability of solutions
Coherence: Internal consistency and alignment across parts
Communication: Clarity and conciseness
Presentation: Visual quality and professional standards of deliverables
Added Value: Innovation and depth beyond baseline expectations
The final grade will consider integration across components, the quality of the documented process, and the team’s effectiveness.
Assessment — Non-attending Students ---------
The exam consists of an oral examination including both:
A. Questions on the assigned readings
B. Discussion of a project
A. Readings ----
Norman, D. A. (2013). The Design of Everyday Things (2nd ed.). New York: Basic Books.
Italian trans.: La caffettiera del masochista. Il design degli oggetti quotidiani (Nuova edizione ampliata). Firenze–Milano: Giunti, 2014.
Bland, D. J., & Osterwalder, A. (2019). Testing Business Ideas: A Field Guide for Rapid Experimentation. John Wiley & Sons.
Italian trans.: Testare le idee di business… Edizioni LSWR, 2019.
Hassenzahl, M. (2018). “The Thing and I: Understanding the Relationship Between User and Product.” In M. Blythe & A. F. Monk (Eds.), Funology 2: From Usability to Enjoyment (pp. 97–106). Springer.
Also available via ResearchGate (https://www.researchgate.net/publication/226420570_The_Thing_and_I_Understanding_the_Relationship_Between_User_and_Product
)
B. Individual Project ----
Non-attending students will apply course concepts to the analysis of an online service:
1. Select a website or application that provides products or services. Most complex applications are suitable; purely editorial projects should be avoided.
2. Obtain prior approval of the chosen site/app by emailing the instructor at emmanuel.mazzucchi@uniroma1.it
.
3. Conduct an analysis of the product/service, outlining UX and usability strengths and weaknesses, demonstrating understanding of the assigned readings. Specifically address:
Norman: Multistage system model; usability principles
Hassenzahl: Pragmatic and hedonic attributes; ACT vs. SELF positioning; Goal mode vs. Action mode
Bland & Osterwalder: Business Model Canvas; Value Proposition Canvas; hypotheses and experiments
A Google Slides template is provided as a baseline for minimum content. It may be expanded and reformatted as desired.
Template → https://docs.google.com/presentation/d/110LXHkDMp1rMwhLF4438CXIfZ2C4e031WvqDwQ6tqTI/edit
4. Submit the presentation (Microsoft PowerPoint, Google Slides, Canva, or similar) at least one week before the exam date.
Lesson mode
The course adopts an experiential learning approach that includes:
Interactive lectures with critical analysis of real case studies and guided discussion
Hands-on workshops to practice techniques and methods (e.g., interviews, card sorting, sketching, prototyping)
Design sprints to simulate real professional contexts under time constraints
Guest lectures from industry professionals to connect theory with professional practice
Flipped classroom sessions for theoretical deep-dives and advanced discussions
Project-based learning through a group project that spans all phases of the UX process