K-12 Computer Science Standards

Texas Foundations of User Experience

72 Standards

1

1.A

Identify job opportunities in UX and accompanying job duties and tasks

2

1.B

Employ effective verbal and nonverbal communication skills

3

1.C

Examine the role of certifications, resumes, and portfolios in UX professions

4

1.D

Solve problems and think critically

5

1.E

Demonstrate leadership skills and function effectively as a team member with a focus on appreciation for diversity, conflict management, and adaptability

6

1.F

Demonstrate planning and time-management skills such as storyboarding and project management, including initiating, planning, executing, monitoring and controlling, and closing a project

7

2.A

Adapt language such as structure and style for audience, purpose, situation, and intent

8

2.B

Organize oral and written information

9

2.C

Interpret and communicate information, data, and observations

10

2.D

Deliver formal and informal presentations

11

2.E

Apply active listening skills to obtain and clarify information

12

2.F

Analyze multiple viewpoints of potential diverse users

13

2.G

Exhibit public relations skills

14

3.A

Summarize the evolution of the UX field

15

3.B

Analyze current trends and challenges of the UX field

16

3.C

Examine the diversity of roles and career opportunities across the UX field

17

3.D

Identify terminology associated with UX including Agile, sprint cycles, back and front-end development, design thinking, empathy mapping, journey mapping, game-storming, human computer interaction, taskanalysis observation, quantitative and qualitative data, end user, iteration, persona, wire-framing, prototype, scrum, user interface design, journey, and empathy mapping

18

3.E

Identify and explain the differences between effective and ineffective design

19

3.F

Identify and explain the connection between psychology and behavior with regard to usability

20

3.G

Explain how design affects our everyday lives

21

3.H

Predict future applications of UX skills

22

4.A

Explain and demonstrate ethical use of technology

23

4.B

Explain intellectual property laws, including copyright, trademarks, and patents and consequences of violating each type of law

24

4.C

Adhere to intellectual property laws

25

4.D

Explain the consequences of plagiarism

26

4.E

Demonstrate ethical use of online resources, including citation of sources

27

5.A

Explain the difference between qualitative and quantitative data;

28

5.B

Conduct user interviews to gather insights into what users think about a site, an application, a product, or a process

29

5.C

Draw conclusions from qualitative data collection and methods

30

5.D

Analyze and document how users perform tasks through a task analysis observation

31

5.E

Identify patterns in collected data

32

5.F

Define affinity and customer journey maps as a visual document that shows a user’s interactions with a company or product to understand business solution opportunities

33

5.G

Develop a user persona as a representation of real target audience data

34

5.H

Prepare communication, observations, analyses, and findings for business product and marketing teams

35

6.A

Organize ideas and data using affinity mapping

36

6.B

Produce simple customer journey maps

37

6.C

Communicate observations, analyses, and findings with business product and marketing teams

38

7.A

Identify Gestalt principles and how users tend to unify visual elements into groups

39

7.B

Describe visceral reactions in creating a positive user experience

40

7.C

Demonstrate knowledge of the psychology of color which is the influence of colors on the human behavior, mind, and reactions

41

7.D

Explain recognition and scanning patterns

42

7.E

Define Hick's Law and Weber's Law of just noticeable difference

43

7.F

Explain sensory adaptation phenomenon and perceptual set

44

7.G

Explain the stages of human information processing, including sensing, perceiving, decision-making, and acting

45

8.A

Identify end-user problems and needs in real-world environments

46

8.B

Identify principles of accessibility, such as perceivable, operable, understandable, and robust (POUR)

47

8.C

Identify and explain the connection between human and computer interaction in regard to usability

48

8.D

Identify where an existing product or process can be improved for the end user by using empathy and journey mapping

49

8.E

Sketch and revise designs to understand the concept of wire-framing, prototypes, and rapid iteration

50

8.F

Apply design thinking methodology to understand users, challenge assumptions, redefine problems, and create solutions to prototype and test

51

8.G

Perform user tests to determine what is effective and efficient for changes to the product or process

52

8.H

Define and use iteration process based on user test data to analyze and validate or challenge assumptions for a design solution

53

8.I

Perform various ideation techniques such as prototyping, storyboarding, and game-storming to visually predict and explore a user experience’s with a product

54

9.A

Identify the relationship between UX research and design-thinking methods and the different stages and roles of UX project management including Scrum and a sprint cycle

55

9.B

Describe best practices of UX research and design thinking in Agile project cycles

56

9.C

Identify and use techniques of building and achieving consensus in solution design

57

9.D

Understand the purpose and roles of UX professionals throughout a project lifecycle

58

10.A

Apply writing skills to document research findings and solution plans

59

10.B

Identify the terminology associated with web page and mobile app development, and interactive media

60

10.C

Use design elements such as typeface, color, shape, texture, space, and form

61

10.D

Use design principles such as unity, harmony, balance, scale, and contrast

62

10.E

Identify and explain common elements of Hyper Text Markup Language (HTML) such as tags, style sheets, and hyperlinks

63

10.F.i

Create effective user interfaces for browser-based, native, and hybrid mobile applications

64

10.F.ii

Demonstrate proper use of vector and raster-based design software

65

10.F.iii

Demonstrate an understanding of the difference between desktop and mobile applications

66

10.F.iv

Understand the difference between back-end and front-end development in UX

67

10.F.v

Create a web page containing links, graphics, and text using appropriate design principles

68

10.G

Demonstrate basic sketching skills for agile iteration

69

10.H

Create wireframes using design software to create mobile and application layout designs and functions

70

10.I

Create interactive elements in wireframes as foundational for agile prototyping

71

10.J

Explain how design fidelity from sketch to wireframe to prototype to visuals, aligns with and supports agile development lifecycles

72

10.K

Produce digital assets toward a digital product portfolio

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