Apple
Discuss Apple as the gold standard of user experience design, and the introduction of the Macintosh personal computer as an important moment in the history of UX design.
May 27, 2021
6 months, online
15–20 hours per week
US$7,000 or get US$500 off with a referral
Special pricing up to 20% discount is available if you enroll with your colleagues. Please send an email to group-enrollments@emeritus.org for more information.
Pay Nothing While You Learn. Financing Options Starting At US$51/Month.
New digital experiences made possible by emerging technologies such as augmented, virtual and mixed reality (jointly known as “XR”) and voice interaction are changing the way we live and work. As these emerging technologies expand from gaming and entertainment to include more consumer and enterprise applications such as augmented e-commerce, navigation, banking, collaborative work and fitness, XR is poised for explosive growth, as are the career opportunities for those who can design and develop these next-generation user experiences.
Developed by NYU’s Tandon School of Engineering, the Professional Certificate in UX & Emerging Interaction Design is a comprehensive six-month program created for UX designers or individuals with visual design experience who are ready to make the shift into creating user experiences with these new and emerging interaction patterns and possibilities.
The six-month program is divided into five sections that explore the foundations of UX and XR, UX methodologies and processes, non-visual interfaces, and industry standard tools for creating XR environments. It culminates in a design sprint and UX capstone project to be completed for a corporate partner.
Gain a historical context for XR and a frame of reference for contemporary and emerging technologies and challenges by studying important innovations. Then head out on your own to research future XR innovations.
Consider critical factors for UX design in the context of cutting-edge XR experiences.
Identify pain points for users, generate solutions for those pain points, and prototype those solutions using Figma, the collaborative interface design tool.
Discover best practices for research methodology, including defining a problem and applying systematic inquiry strategies to test solutions.
Get acquainted with the different roles in the design development process and explore its various steps, from dissecting the user journey to proposing solutions to problems and creating renderings.
Consider the different affordances and constraints associated with designing for XR, then experiment with designing for them for yourself.
Learn best practices and UX design principles for XR and non-XR environments as well as important considerations regarding screen space versus world space.
Apply what you’ve learned in the program so far to create your own design for an AR or VR platform in Amazon Sumerian and present it.
Explore haptics and the importance of feedback, as well as the use of haptics to generate realistic experiences in XR environments.
In this module you will learn key components of sound design such as composition basics, Adobe XD skills, audio user mapping, sourcing and editing sounds, and audio moment mapping. Sean Thornton, co-founder of the audio branding agency Audio UX, will be a featured guest speaker.
During this week we will explore ambient computing, conversation design, mixing and rendering sounds, and using sound to enhance user experience. Eric Seay, co-founder of the audio branding agency Audio UX, will be a featured guest speaker.
Get an introduction to Unity and experience prototyping using this industry standard tool.
In this module you will use Unity to create storyboards for an XR experience of your own design, block out key moments and UI elements, and prototype the core interactions in your experience.
This week you will refine your Unity design by setting up an art pipeline, generating production assets, replacing UI Elements with more refined pieces, and test, reinforce, and complete your XR experience.
During this week you learn about documenting, presenting, and distributing your product. You will also learn about marketing your product, payment methods, and getting your product reviewed.
Explore the history of design research and its relation to professional practice, understand the evolution of the methods and methodologies common to human-centered design.
Learn about the history of speculative and critical design practice (SCD), key themes in SCD and the subtle differences between them, and the work of key SCD designers.
Learn about the history of systemic design and transition design, key themes within these disciplines, and key sites of systemic design practice.
Learn about critiques of human-centered design and other design practices based on historical inequities, and examine recent movements and figures.
Partner with a real-world company and practice your skills in determining client wants and needs and project scope.
Apply research methods to collect information for your real-world project.
Test your product with users to learn more about their attitudes and feelings about the usability of your product, and to identify other areas where your product’s user experience could be improved.
Use feedback and critiques of your designs in the iteration process and learn how to present your designs using storyboarding.
Build on the work you completed in the previous week by learning best practices for rapidly building and prototyping designs in the interactive process.
Learn best practice for different soft skills, such as presenting and evoking feedback.
During this final week of the course, present your capstone project.
Gain a historical context for XR and a frame of reference for contemporary and emerging technologies and challenges by studying important innovations. Then head out on your own to research future XR innovations.
This week you will refine your Unity design by setting up an art pipeline, generating production assets, replacing UI Elements with more refined pieces, and test, reinforce, and complete your XR experience.
Consider critical factors for UX design in the context of cutting-edge XR experiences.
During this week you learn about documenting, presenting, and distributing your product. You will also learn about marketing your product, payment methods, and getting your product reviewed.
Identify pain points for users, generate solutions for those pain points, and prototype those solutions using Figma, the collaborative interface design tool.
Explore the history of design research and its relation to professional practice, understand the evolution of the methods and methodologies common to human-centered design.
Discover best practices for research methodology, including defining a problem and applying systematic inquiry strategies to test solutions.
Learn about the history of speculative and critical design practice (SCD), key themes in SCD and the subtle differences between them, and the work of key SCD designers.
Get acquainted with the different roles in the design development process and explore its various steps, from dissecting the user journey to proposing solutions to problems and creating renderings.
Learn about the history of systemic design and transition design, key themes within these disciplines, and key sites of systemic design practice.
Consider the different affordances and constraints associated with designing for XR, then experiment with designing for them for yourself.
Learn about critiques of human-centered design and other design practices based on historical inequities, and examine recent movements and figures.
Learn best practices and UX design principles for XR and non-XR environments as well as important considerations regarding screen space versus world space.
Partner with a real-world company and practice your skills in determining client wants and needs and project scope.
Apply what you’ve learned in the program so far to create your own design for an AR or VR platform in Amazon Sumerian and present it.
Apply research methods to collect information for your real-world project.
Explore haptics and the importance of feedback, as well as the use of haptics to generate realistic experiences in XR environments.
Test your product with users to learn more about their attitudes and feelings about the usability of your product, and to identify other areas where your product’s user experience could be improved.
In this module you will learn key components of sound design such as composition basics, Adobe XD skills, audio user mapping, sourcing and editing sounds, and audio moment mapping. Sean Thornton, co-founder of the audio branding agency Audio UX, will be a featured guest speaker.
Use feedback and critiques of your designs in the iteration process and learn how to present your designs using storyboarding.
During this week we will explore ambient computing, conversation design, mixing and rendering sounds, and using sound to enhance user experience. Eric Seay, co-founder of the audio branding agency Audio UX, will be a featured guest speaker.
Build on the work you completed in the previous week by learning best practices for rapidly building and prototyping designs in the interactive process.
Get an introduction to Unity and experience prototyping using this industry standard tool.
Learn best practice for different soft skills, such as presenting and evoking feedback.
In this module you will use Unity to create storyboards for an XR experience of your own design, block out key moments and UI elements, and prototype the core interactions in your experience.
During this final week of the course, present your capstone project.
Working individually or within a group (based on your preference), complete a UX project for a corporate partner during the final section of the program. Each week focuses on a different component of the design sprint.
Discuss Apple as the gold standard of user experience design, and the introduction of the Macintosh personal computer as an important moment in the history of UX design.
Use Google Cardboard as medium to explore different virtual reality experiences.
Discuss VR headsets like the Oculus Quest, and where they fit in the evolution of extended reality technology.
Study the user interface design elements of Craigslist.
Study the user interface design elements of YouTube.
Study the user interface design elements of Vimeo.
Study the user interface design elements of Daily Motion.
Use Amazon's Alexa and Apple's Siri as examples for discussing conversation design, ambient computing, and privacy issues.
Video Lectures
Industry Guest Speakers
Assignments
Discussions
Real-World Tools& Technology
Capstone Project
Career Support & Mentoring
Dedicated Program Support Team
AR/VR spending is projected to reach $160 billion by 2023, a sharp increase from the $16.8 billion forecast for 2019.
The financial services sector is projected to have the strongest AR/VR spending growth (133.9%) through 2023.
Consumer spending on AR/VR isexpected to reach a CAGR of 52.2% by 2023.
This comprehensive program is designed for professionals pursuing UX design careers with an interest in working with emerging technologies. Participants will have foundational visual design skills and experience with Adobe Photoshop/Illustrator, and be seeking to work with emerging technologies -- specifically Augmented reality (AR), Virtual reality (VR) and voice -- while enhancing their skills in user experience design.
It is ideal for:
Stepping into a career in user experience design requires both hard and soft skills—and a career in user experience design for emerging technologies requires even more. This program offers guidance for navigating a career path in user experience design with an emphasis on designing for emerging technologies, including:
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Nien Lam
Adjunct Faculty, NYU Tisch School of the Arts, Co-founder of Line Break
Nien Lam is a designer, an educator, and a dad. He is a partner and co-founder of Line Break, a multi-disciplinary design and technology studio based in New York City. His clients have included Apple, Google, Pentagram, Pace Gallery, Estée Lauder, The Cleveland Clinic, Ai Weiwei Studio, and Studio Olafur Eliasson. His projects have included exhibitions,interactive installations, data visualizations, mobile applications, websites, spatial computing projects, and more. Prior to starting Line Break, Nien worked as a lead engineer at Bloomberg designing real-time applications for data visualization and analysis.
He holds a B.S. in computer engineering from the University of Southern California and a graduate degree from NYU in interactive media.
Nien is a faculty member at NYU Tisch School of the Arts (ITP and IMA). His courses include New Realities, an augmented reality course for undergraduates, and Mobile Lab, an iOS design and development course for graduate students. He designed and co-teaches both classes with Line Break co-founder Sebastian Buys.
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Sebastian Buys
Adjunct Faculty, NYU Tisch School of the Arts, Co-founder of Line Break
Sebastian Buys is a designer and lifelong coder. He is a partner and co-founder of Line Break, a multi-disciplinary design and technology studio based in New York City. His clients have included Apple, Google, Pentagram, Pace Gallery, Estée Lauder, The Cleveland Clinic, Ai Weiwei Studio and Studio Olafur Eliasson. His projects have included exhibitions, interactive installations, data visualizations, mobile applications, websites, spatial computing projects, and more.
He holds a B.S. from the University of Southern California and a graduate degree from NYU in interactive media.
Sebastian is a faculty member at NYU Tisch School of the Arts. His courses include New Realities, an augmented reality course for undergraduates, and Mobile Lab, an iOS design and development course for graduate students. He designed and co-teaches both classes with Line Break co-founder Nien Lam.
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Regine Gilbert
Industry Assistant Professor, NYU Tandon School of Engineering
Regine Gilbert is a user experience designer, educator, and international public speaker with over 10 years of experience working in the technology arena. She has a strong belief in making the world a more accessible place—one that starts and ends with the user.
In 2019, Regine’s first book Inclusive Design for a Digital World: Designing with Accessibility in Mind (Design Thinking) was released through Apress publishing.
Upon successful completion of the program, participants will be awarded a verified digital certificate by NYU Tandon.
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