Research Methods



In User Experience, the foundation is Research and a is a required skill. Without understanding the user’s behavior, patterns and pain points, authentic User Experiences can not be created.   Students can expect a comprehensive guide to performing the core research methods; Surveys, Interviews and Usability testing. This course will help prepare students for a future career in User Experience by giving the student knowledge of the “Discovery” phase of any research that is associated with any user, application or product.

  • Irrespective of a student being an Information Systems or a Computer Science Major, they will be studying entire process of conducting experimental research and design, statistical analysis methods, conducting surveys, interviews, ethnography, usability tests as well as some case studies.    


It’s important for students to have the ability to understand, assess, design and convey good design.

“The old computing is about what computers can do?, the new computing is about what people can do?”

- Ben Shneiderman

[IS 000] is a graduate level, three-credit course.  The prerequisite is IS621 with a Minimum Grade of C.  Students do not need to know how to write code and will not be expected to learn code as a requirement for this course.



Discovery, development, and strengthening skills required to conduct User Experience research.  By the end of this class you will have a basic understanding of how to design surveys, one-on-one interviews and Usability tests.



Students will learn:  

  • Brainstorm & develop research materials
  • Develop and Orchestrate surveys

  • Conduct research interviews

  • Prototype and usability test concepts

  • Synthesize the results

  • Present to stakeholders

  • Basics of Omnigraffle

  • How to digitize a prototype with Pop Software



Time in the classroom will be broken up into small increments with 5 minute breaks in between each increment, this is so that students have time to digest information and not be overwhelmed.  The increments will be the following formats:

  • Lecture & Hands on learning

  • Design Studio (Share and critique sessions)

  • Workshop (In class time for collaboration and exploration)

  • Presentation

Outside of the classroom students will be expected to do the following

  • Reading assignments

  • Spend time collaborating with team members

  • Conducting exercises based on the lessons

  • Brainstorming and developing final project



The following how the semester will unfold, note that the schedule is subject to change: