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Mobile user experience from the lens of project-based learning

Maria Spichkova

TL;DR

The paper addresses how to teach and assess mobile user experience within project-based capstone courses and how real-world, industry-sponsored problems shape student learning. It analyzes eight years of RMIT capstone projects, including Deck Logger App and Mobile Meter Reading, and compares findings with international trends in mobile UX education. The study combines course design observations, Agile/Scrum practices, and project outcomes to illuminate effective methods for delivering UX-focused software engineering education. Findings underscore the value of industry partnerships, real stakeholder feedback, and proactive mentoring for producing graduates ready to address mobile UX challenges.

Abstract

This paper presents an overview of mobile application projects conducted at the RMIT University as a part of the Learning and Teaching activities within Bachelor and Master programs, in collaboration with industrial partners. We discuss the lessons learned over eight years of teaching the corresponding courses and compare the results of our student project to the trends summarised in the recently published approached from other universities and countries.

Mobile user experience from the lens of project-based learning

TL;DR

The paper addresses how to teach and assess mobile user experience within project-based capstone courses and how real-world, industry-sponsored problems shape student learning. It analyzes eight years of RMIT capstone projects, including Deck Logger App and Mobile Meter Reading, and compares findings with international trends in mobile UX education. The study combines course design observations, Agile/Scrum practices, and project outcomes to illuminate effective methods for delivering UX-focused software engineering education. Findings underscore the value of industry partnerships, real stakeholder feedback, and proactive mentoring for producing graduates ready to address mobile UX challenges.

Abstract

This paper presents an overview of mobile application projects conducted at the RMIT University as a part of the Learning and Teaching activities within Bachelor and Master programs, in collaboration with industrial partners. We discuss the lessons learned over eight years of teaching the corresponding courses and compare the results of our student project to the trends summarised in the recently published approached from other universities and countries.
Paper Structure (6 sections, 3 figures)

This paper contains 6 sections, 3 figures.

Figures (3)

  • Figure 1: Samples of the app screens for the Deck Logger App prototype: Home Screen After login, pot details page before syncing with deck logger, and pot details page after syncing with deck logger
  • Figure 2: Mobile Meter Reading: Use case diagram
  • Figure 3: Samples of the app screens: Login page, Sign Up page, User Dashboard, Capturing of the meter reading, Presenting correct results, Providing hints in the case of incorrectly identified readings