The interface of UX design and pedagogy

More than ever, products, processes and business models need concepts that put people and their needs at the centre of development. User experience design uses methodical approaches such as storyboards or user journeys to precisely capture the usage scenarios and understand the environment, the needs and the users. In this way, the field of UX design is not so dissimilar to that of pedagogy. In its human-centred perspective, pedagogy also asks: "How are offers and scenarios conceptualised in such a way that they are suitable for people in real life? It is therefore particularly exciting when both disciplines are brought together in joint project work and the content and methodological approach are combined. 

Two women are standing at a whiteboard on which sketches and writing can be seen. One is holding a pen and is about to write something, the other is pointing to the spot where the writing is to take place.

Why pedagogy at UXMA?

This exchange of perspectives between social sciences and UI/UX design gives us the opportunity to take user-centred product development to a new level. It is our goal to concretely understand the needs and wishes as well as the challenges at the beginning of the project in order to develop a suitable and worthy product for our customers. The use is not an end in itself – technologies are never exclusively tools. They are always mutually integrated into their environment and exert influence there: they change the actions of all those involved. The conception of innovation should therefore be needs- and user-oriented as well as have a purpose.

A woman is sitting at a table in a meeting room. In front of her is a laptop and a notepad on which she is taking notes. She looks kindly at the man sitting opposite her, who has his back turned towards the observer. To her right, an iPad is mounted in a stand at eye level. A second man can be seen on the iPad screen.

New perspectives and impulses

One example of an impulse might be for critical media pedagogy to demand that, in addition to the use of technological applications, there is also a need for free, i.e. non-tracked, decision-making fields. Technologies must leave room for different decisions – the algorithmic programming that suggests new content and/or a new task in a learning app, for example, should not be absolute and unchangeable, but should always allow the possibility for users to make new decisions and rebel. This approach is called counter-intuitive design, which is certainly not suitable in every development context. But knowing it and always thinking about it during development and questioning one's own design and modelling: this is what interdisciplinary work and challenging each other in the processes lend themselves to. And this requires a working and corporate culture that demands and promotes space for internal exchange and further training.

Interdisciplinarity at UXMA

It is not about completely reinventing UXMA. But, we want to design the best products for our customers by pushing good and transdisciplinary cooperation. The diverse expertise in our team creates a holistic and multi-perspective offer for user-centred and design-driven software and product development. And that is relevant for every industry.

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