BSc (Hons) Digital User Experience (UX) Professional Degree Apprenticeship with BSc (Hons) Digital User Experience (UX)
Manchester , United Kingdom
Tuition Fee
Start Date
2026-09-01
Medium of studying
Duration
4 years
Details
Program Details
Degree
Bachelors
Major
Digital Technology | User Experience Design | User Interface Design
Area of study
Information and Communication Technologies
Timing
Part time
Course Language
English
Intakes
| Program start date | Application deadline |
| 2026-09-01 | - |
About Program
Program Overview
BSc (Hons) Digital User Experience (UX) Professional Degree Apprenticeship with BSc (Hons) Digital User Experience (UX)
Overview
The BSc (Hons) Digital User Experience (UX) Professional Degree Apprenticeship with BSc (Hons) Digital User Experience (UX) is a four-year part-time program designed to equip apprentices with the necessary skills for a career in the digital UX profession. This program is studied only as part of the Digital User Experience (UX) Professional Degree Apprenticeship.
Course Information
- The program is offered by Manchester Metropolitan University, a leading member of the Digital UX Trailblazer Group.
- It has been designed in collaboration with employers to rapidly equip apprentices with the necessary skills required for a career in the digital UX profession.
- The program focuses on investigating, analyzing, and designing the experience that people have with digital products and services.
Entry Requirements
- Typical offer: 104 UCAS tariff points.
- Level 3 qualifications: 104 UCAS tariff points, A2 Grades BCC or BTEC DMM or equivalent.
- Level 2 qualifications: Apprentices are required to have English and Maths GCSE grade A*-C (or accepted equivalents), or commit to undertaking functional skills during the program.
- International students: IELTS requirements apply.
Fees and Funding
- Tuition fees for the 2026/27 academic year are still being finalized.
- Information on 2025/26 standard undergraduate fees for UK/Channel Islands and EU/Non-EU international students is available.
Career Prospects
- The program develops students into confident Digital UX Professionals, enabling them to work in a wide range of businesses.
- Potential career paths include UI (User Interface) Designer, UX or User Researcher, Interaction Designer, or UX Product Manager.
Study and Assessment
- Ten credits equate to 100 hours of study, combining lectures, seminars, practical sessions, and independent study.
- A three-year degree qualification typically comprises 360 credits (120 credits per year).
- The program includes collaborative projects, group work activities, and presentations to peers/tutors, which may be formally assessed.
Taught by Experts
- The program is part of the School of Digital Arts (SODA) at Manchester Met.
- Studies are supported by a department of committed and enthusiastic teachers and researchers, experts in their chosen field.
Year 1
Core Modules
- UX Origins and Applications: Defines UX, discussing human behavior, research ethics, ideation, service design, accessibility, and user requirements.
- UX Methods: Introduces UX methods and practical experience, applying what was learned in the Origins and Applications module to improve a digital product.
- UX Human Contexts: Examines the context of people within user experience, looking at user and human behavior, user journeys, and mapping.
- UX System Contexts: Explores UX in wider contexts of social and technical systems, identifying problems UX can solve.
- UX Practices 1: Making: Establishes and identifies approaches product designers and user interface designers use to realize their ideas.
- UX Practices 2: Communicating: Defines and identifies the importance of content design and different means of interaction between people and organizations via digital applications.
Year 2
Core Modules
- UX Practices 3: Building: Builds on the practices established in Year 1, exploring the mediums ideas will be realized within more deeply.
- Ethical Considerations in UX: Explores UX in a wider context, discussing concepts such as persuasion and manipulation in products.
- Ethics, Rights, and Research: Examines ethical considerations surrounding the user experience industry and user experience-specific research methods.
- Applying Creativity through Research: Applies the user experience research process to a project, developing a digital product utilizing this process.
- Creativity through Research: Studies the user experience research process, learning to develop a unique digital product through different aspects of research.
Year 3
Core Modules
- UX Toolkit: Iteration: Evaluates artefacts and identifies where industry-standard data analytics and testing software can be used to iterate solutions.
- UX Toolkit: Extends professional development, exploring new and emerging UX tools for practice and creating professional-level artefacts.
- Conversion and UX: Explores the customer journey to the point of conversion and various techniques in digital marketing that assist this process.
- UX in the Business: Discusses UX in the business, considering the balance and alignment of business/organization goals and UX solutions.
- Psychology and Behaviour: Introduces the main approaches psychologists draw on to study the mind, brain, and behavior.
- Psychological Research Methods: Introduces the methods of both quantitative and qualitative research in psychological science.
Year 4
Core Modules
- UX Futures: Identifies, reflects on, and maps the future of a world where new and emerging technologies and products are becoming the norm.
- UX Futures; Leadership: Covers the key aspects of management and leadership of people and teams, discussing concepts of managers as effective leaders.
- UX Synoptic Project: Define and Design: Engages in the planning, scoping, preparation, and identification of research requirements for the design and implementation of a non-trivial product, solution, process, or practice.
- UX Synoptic Project: Do and Review: Undertakes a project and outputs the results and process through analysis and presentation in the form of a professional discussion, work-based report, and presentation with questioning.
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