Clinical UX Course 2022 Syllabus
This syllabus outlines the units, modules and topics covered in the Clinical UX Academy.
The main Clinical UX (CUX) course is composed of 3 units, Fundamentals (Fun.), Applied (App.) and Advanced (Adv.) CUX. Existing UX professionals or those who have learned UX from other courses can enter the CUX Course from Unit 2: App. CUX.
A fourth unit, Professional Development in CUX, is a BONUS unit for students taking the CUX Course.
A more detailed description of each unit is provided below.
FUNDAMENTALS OF CUX
This unit provides the foundational knowledge on CUX, ideal for those who are new to UX. The purpose of the unit is to ensure students understand the core terminologies and develop the core skills of a UX professional, within the context of working in healthcare. The Fun. CUX unit contains 5 modules described below.
The most important theory and teachings of CUX
- Understanding Clinical UX; defining UX, it’s importance and how it changes when applied to healthcare
- CUX Core Competencies; the five categories of knowledge and skills used in CUX
- The Design Process; how to apply design skills to any project
- Heuristics; how people learn to use new products and services easily, effectively and without error
- Skills and tools used in UX; including digital software solutions and processes
- The 6 Measures of UX: exploring the main ways UX can be assessed.
- Improving Experiences; looking at problem shaping and problem solving
- Emotional Design; how the design of products and services can impact the emotions people have
Lessons on various ways of conducting research, and using research findings to design useful products and services.
- UX Clerking: a structured process to begin a CUX project
- Research methods; how to explore and explain problems, and evaluate products and services to better understand them
- Research Analysis: how to process research findings to make sense of them
- Research planning; how to plan all research on a project
- Design Methods: techniques to inspire the design process, generate ideas and create solutions that will successfully work in real life
Foundational teaching on design knowledge and how to design solutions that support users to achieve their objectives
- Visual Design principles; teaching on how to make designs visually appealing and effective in supporting task completion, including Gestalt principles
- Data visualisation; how to communicate data visually in a quick and engaging way
- Brand design; the details of how to represent a brand’s message through all media
- Conversion funnels and KPIs; how to design for sales and sign up processes, and measure their success
- Interaction science; how people use digital and physical interfaces
- Content Strategy; creating content to engage, persuade, and guide
- Accessible design; optimising designs for disability and inclusivity
- Delightful design; delighting users through design
Lessons on how to design graphical user interfaces found on any device.
- Design systems; guidelines for effective visual design and communication consistency
- Responsive web design; how web applications adapt to different devices
- Digital Applications; including native, hybrid and progressive apps
- Information Architecture (IA) and UI Patterns; defining the layout and navigation of content
- Form Design; designing forms that are easy and simple to use
Teaching on the effective application of research and design on projects and how to satisfy business objectives.
- Project management; discover different product development techniques
- Stakeholder management; how to best engage stakeholders
- Setting requirements; using user stories, job stories and acceptance criteria to define solution features
- Project and product planning; how to prioritise requirements and deliver project needs
- Presentation Skills; how to effectively tell stories to inform and entice.
This module builds on a foundation of UX knowledge and teaches students how to apply UX skills and knowledge to healthcare. The purpose of the unit is to ensure students understand the additional information of healthcare as an ecosystem and the many people and processes that it contains. It comprises the 5 modules shown below:
A focus on how healthcare operates, from a global, national, regional and local level, and how these insights can affect the design process. Topics include
- Healthcare priorities; how to determine which diseases are focused on globally and locally,
- Health Promotion; how to encourage good health using marketing techniques and behavioural science
- Health Assessment; using health questionnaires, examination and investigations to diagnose health
- Clinical pathways and care plans; guidelines and processes used to treat and manage disease
- Healthcare Economics; how to efficiently and effectively manage resources in healthcare
- Designing in Healthcare; details of factors that can positively and negatively impact designing in healthcare
- Healthcare Stakeholders; understand more about patients, providers and payers
Teaching on the various technologies that are used in healthcare for clinicians and patients.
- Clinical Applications; digital tools used in the administration and provision of healthcare.
- Medical devices; regulated, digital and physical technology used to provide healthcare
- Telehealth; the use of technology to provide healthcare services remotely
- Clinical Communication: tools used for real time communication between clinicians
- Remote Monitoring and Digital Therapeutics; digital and physical tools used to provide clinician-lite and clinician-free healthcare
- Caring in Place: using technology to provide healthcare services in someone’s dwelling
This includes lessons on how to prevent harm and failure in healthcare through design, legislation and governance
- Human Factors and Ergonomics; how to reduce risk and error
- Failure in healthcare: examples of destruction and fatal harm in healthcare and how to avoid it.
- Reducing harm by design; techniques to prevent harm
- Privacy and security in digital health; including laws and best practice
- Regulation in digital health; details on medical device regulation and the use of clinical trials
Lessons on how human behavior can be predicted and influenced to improve health outcomes
- Neuroscience and Behaviour: anatomy and physiology of the brain and how this can influence behaviour
- Behavioural Economics Theory; how the various aspects of life and society influence decision making
- Cognitive Biases: errors in the interpretation of information
- Healthcare Behaviour Change Theory; theories and models used to explain and predict healthcare behaviour
- Emotional Design in Healthcare; applying teachings on emotional design to optimise the interest, effectiveness and use of healthcare products and services.
A deeper dive into the experiences of clinicians and patients, and how to serve their unique needs appropriately and sensitively.
- Social determinants of health; how genetics, education, finances, lifestyle and living conditions influence health
- Life as a Clinician; teaching on the training, working conditions and lives of different types of clinicians
- Holistic design in healthcare; how healthcare products and services are optimised by considering all touchpoints, processes and circumstances.
- Healthcare branding and marketing; How to effectively market and sell healthcare products and services
- Clinician focused experience mapping; deeper exploration of the clinician experience
- Patient focused experience mapping; deeper exploration of the patient experience
This final unit in the CUX course deals with the most advanced and complicated areas of CUX with the study of prior units, or experience in healthcare UX being required. Students learn more about designing for ambiguity and innovation, particularly useful for ambitious projects that are using complex technology and processes to solve complex problems.
The Adv. CUX unit contains only 3 modules, but more assessments and assignments than the Fun. CUX and App. CUX modules.
Teachings on various technological innovations and how to use them effectively given current limitations and future potential
- Emerging Technology; overview of new and advanced technology
- Augmented Reality and Virtual Reality in Healthcare; details on AR and VR and how they can be used in healthcare
- Artificial Intelligence in Healthcare; details of AI and how it can be used in healthcare
- Ubiquitous Computing and Future Interfaces; using technology in multiple locations seamlessly
- Effective use of Emerging Technology; worked examples of emerging technology used in action
Lessons on how to improve intricate and immense problem situations and bring efficiency to sophisticated processes and working conditions
- Socio-Technical Systems in Healthcare; understanding the complex web of people and technology
- Soft Systems Methodology; a tool to solve wicked problems.
- Exploring through Rich Pictures; a unique form of experience mapping
- Concluding through Root Definitions; find the root solution to a complex problem
- When Healthcare IT projects go wrong; examples of poorly solved socio-technical system problems
Teaching on how to raise the profile and use of UX within a team, and embed UX practice throughout an organisation, guidance on how to deal with factors that hinder successful UX practice.
- Introduction to UX Maturity; details of how to measure the effectiveness of UX output
- Raising UX Maturity in healthcare: strategies to increase the presence and use of UX professionals
- ABC of Successful Teams; a team working framework
- ROI and KPIs in Healthcare; how to measure the success of UX in healthcare.
- Business planning: how to document the goals for a business and details on how to achieve them.
BONUS: Professional Development in CUX
This bonus unit is composed of topics that support the ongoing development of CUX professionals and the profession at large:
- Identity as a Clinical UX Professional; defining identity and what it is important
- S.T.R.O.N.G. Personal Branding; features all effective personal branding should have
- Pursuing Purpose; living a life of purpose, and enjoying it
- Managing Impostor Syndrome; strategies to identify and respond to feeling inadequate or undeserving at work.
- Professional Development Planning; identifying ways to become the best version of yourself
- Mentoring, coaching and supervision; how to get the most out of mentors, coaches and supervisors, including details on how to provide such services too.
"Enrolling as a student in the Clinical UX Academy has been one of the best decisions I've made across both my academic and professional careers. As well as core principles in UX and Interaction Design, the course has equipped me with domain-specific knowledge in applying UX skills to healthcare and the clinical environment.
Combined with a background in psychology, I can confidently state that the course has directly helped me to begin a career as a Clinical UX Researcher. Dr Morrison is also an exceptional teacher and an even better individual; he has demonstrated a genuine care for each of his students throughout the duration of the course offering regular feedback and career mentoring.
I'd strongly recommend this course for clinicians or academics wanting to work in digital health design, or UX professionals wanting to specialise in healthcare."
Clinical UX Researcher at Graphite Digital
Meet The Instructor
Dr Gyles Morrison MBBS MSc
Clinical UX Strategist & Digital Healthcare Consultant
Gyles has been working in Clinical UX and Digital Health since 2014, and has been in teaching and training for over 10 years. He has taught thousands of people around the world on the topic of healthcare UX for universities, UX courses, conferences.
His professional work as a Clinical UX Strategist has also taken him across the globe, working for digital health starts-ups, the NHS and large Pharmaceutical companies.
After graduating from Bart’s & London School of Medicine and Dentistry in 2011, Gyles worked as a medical doctor for three years. He then completed an MSc in Human Computer Interaction with Ergonomics at University College London in 2018 to bolster his skills and knowledge in UX and design, with a special interest in Healthcare.
Ready to become a Clinical UX Specialist?
Students can now pre-enrol for a mid-January 2022 start.
First, decide which units you would like to take, then submit a pre-enrolment message.
Course Options & Fees
Below are details of course fees.
We also offer scholarships for candidates who need financial assistance.
Students have three course options to choose from:
Ready to Pre-Enrol?
Simply complete the form below to Sign Up and be updated when you can enrol*.
FREQUENTLY ASKED QUESTIONS
Yes. In fact, it is heavily encouraged. UX is not just theory and making prototypes. It requires time to develop knowledge and skills in Clinical UX, and constructive feedback is essential. The course is only taught part time to ensure students get the time they need really learn and and improve.
Unfortunately English is the only language we currently teach in, but this is something we are looking to change in the future.
No. The course is part time and designed to fit alongside the schedule of full time workers and students. The only, self study learning can be done any time. And the live classrooms sessions either happen outside working hours during the week or on the weekend.
Yes, we do offer scholarships for candidates who need financial assistance. Simply complete the contact form and mention that you are interested in a scholarship funded place. Most scholarships dramatically reduce the course fees, or may cover the whole course fees for you.
Yes! Simply send an email to firstname.lastname@example.org and we can arrange an invoice and any other paperwork you may require for your employers finance department.
Not at all. Most of our students have never worked in healthcare at all. All the medical knowledge they require to work in Clinical UX is taught on the course.
This is a course in an emerging field of UX and the road to accreditation is a long one, but one that we are taking. However the course:
- includes the same content from leading Human Computer Interaction master degrees
- is peer reviewed by senior UX professionals and
- is based on learnings from Healthcare and UX professionals who teach on the course.
Also, note that many UX institutions do not offer an accredited course, including Nielson Norman Group, General Assembly and Career Foundry.
Yes, issued by the Clinical UX Association. Please note that this course is not yet accredited.
We can’t, and no training course can unless they provide jobs themselves.
However, if you apply what is taught to you effectively, it is very possible you can get a job during the 12 months of doing the full course.
There is a lot of money invested in digital health alone; $111Billion USD globally, set to triple in the next 5 years. The return on this investment comes by making profitable healthcare products and services. This can be achieved by having Healthcare and Clinical UX professionals working on projects.
This course was specifically designed for clinicians to either change their career completely, or work part time as a UX professional whilst still working clinically. The course being part time helps with that too.
There is debate that UX, Service Design and Customer Experience are different disciplines. However, what is true is that the core skills, knowledge and competencies are shared across all three.
Not at all.
There are many, competent UX professionals who have very little artistic skill, and this is fine. Being good at art is not a requirement unless you want to be a user interface (UI) designer.
You do need to know how to at least express ideas visually, but this is very simple sketching of boxes with labels, or flow diagrams.
No, not at all.
There are many, competent UX professionals who never have to write a line of code. It is not a required for all UX jobs, especially if the project does not involve a digital product.
You do need some aspects of development so you know how it can impact the design and development of digital products. For example, the pros and cons of web based applications versus native mobile applications.