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User Interface and Interaction Engineering

"To design is much more than simply to assemble, to order, or even to edit: it is to add value and meaning, to illuminate, to simplify, to clarify, to modify, to dignify, to dramatize, to persuade, and perhaps even to amuse. To design is to transform prose into poetry.” - Paul Rand


Students during a UX Design Workshop and explaining their concept through a quick prototype


Humans increasingly employ and interact with technologies as they go about their daily lives to get things done - and all this happens through interfaces. Thus the key to success of any product today - be it an application, website, or a virtual reality experience - is effective and well-crafted interfaces, and thoughtful interactions. The vision of this course is to create designers who will be able to design and develop exceptional user interfaces and interaction designs for digital products and services that greatly enhance the overall user experience.

As design and development is the highly sought-after mode of disruption and innovation in the country today, there is a growing demand for UI/UX designers who also develop - transforming innovative concepts into tangible realities. This course prepares students to undertake job responsibilities such as but not limited to Visual Prototyping, Front-End development, Motion Design, User Interface Design, Web design and Mobile App Design, Game UX Design, and VR Design.



Information Technology - IT enabled Services

The three years of this course align with the Levels 5, 6 and 7 of NSQF guidelines and creates skilled employees for the Information Technology - IT enabled Services Sector (UIIE for Screen & Web) or
Media-Entertainment Sector (UIIE for VR & Gaming).



The 3-year technical course in Interface and Interaction Engineering focuses on training students to develop exceptional skills to craft high-quality, professional interface designs and interactions. Grounded in the human centered design principles, this course leverages an approach that optimizes the interface around how users can, want, or may use the product, rather than forcing the users to change their behavior to accommodate the product.

The course will focus on the tools, standards, frameworks and methods of creating, documenting, and communicating interface design across web, mobile, gaming, augmented and virtual reality platforms. The studios will be more applied, where the students will learn through applying the concepts in concrete design situations under the mentorship of studio leads. The overall curriculum covers an iterative process of designing interactive computing applications including but not limited to desktop/laptop software, and smartphone/ tablet apps. The course allows the students to focus on continuing the development of new knowledge, and equips them with the knowhow to find, analyze, evaluate, and apply this knowledge as it constantly evolves in the field of interface design and interaction engineering.


Course Structure

Bootcamps foster accelerated learning of concepts, skills and technologies that are directly linked to either employable, entrepreneurial or livelihood based skills. Working through immersion, with a focus on hands-on problem solving and peer learning rather than instruction, capabilities and competences are created through real experiences and not classroom based exercises.

Hackathons can range from competitions or events over days to half-day jams or a one day hack-fest. This format encourages brainstorming, pitching of concepts, working in teams and also planning projects as well as development of prototypes.

Mastery Learning with Guided Practice breaks down competences or skills into subskills, methods and techniques. Through targets taught through modeling and direct instruction and modeling followed by guided and then independent practice mastery of core competences and skills is achieved.

Fab.Ateliers builds on the values of thinking, modeling and making through the integration of philosophies drawn from both grass-root communities of practitioners as well as the use of tools from digital technology innovations in manufacturing and making.

Public Labs are open spaces that foster DIY thinking along with citizen science and other initiatives to build a culture of learning that is self-initiated, independent and collaborative. Building on ideas drawn from the open source community, Srishti (Art)ScienceBLR is an Public Lab that is open to all learners for purposes of self study, learning archiving and developing personal interests in technologies.

Work-based learning is a co-design of opportunities/projects by industry based professionals or employers or other stakeholders and learning professionals or faculty. Guided and facilitated by Mentors this space allows for future employees to participate in the learner journey rather than evaluate only its outputs.

Industry Exposure includes both orientation to specific jobs and roles within each industrial cluster as well as work experience as apprentices within the industry. Exposure to the cultural sector of the creative industries focuses on organisations, studios and other entities that are involved in the mass production of films and video, games including video games, cinema, music and the publication industry. Exposure to the creative sector is inclusive of of both economic and social benefits of innovation through design in the fields of apparel, interiors, products and craft based industries.

Performance Standards Based Assessment allows for multiple forms of evaluation that are set by standards required by industry. The assessment which is continuous and operates through each semester includes both micro or precision testing,, task based assessment , portfolio evaluation and culminates in the sixth semester with the capstone and its exhibition.



User Interface and Interaction Engineering offers a choice of two pathways and students can choose any one pathway to pursue:

UIIE for VR & Gaming
UIIE for Screen & Web


Associate Dean

Naveen Bagalkot


For more information, write to