TLDR: While I finished the course with a high A, I had mixed feelings about this class. In particular, I felt like there was a significant imbalance between the course's workload (somewhat high) and the actual depth and difficulty of the work (pretty low), which I feel led to me disengaging somewhat with the material; I found myself wishing topics were explored in much more depth. I did not feel like the team project actually was able to dive deep enough into the design process to justify its existence.
This course is pretty evenly divided into thirds. For the first 1/3rd of the course (the "Content" phase), you are watching the entirety of the class's lecture content, along with completing a weekly homework assignment (Homeworks are 4x5% = 20% final grade).
The course content is divided into two major units, Principles (essentially the theories behind interface design) and Methods (the design lifecycle, how to prototype and evaluate an interface).
The lectures are excellent, Dr. Joyner is an exceptional presenter and brings very good energy to the videos, they are very easy watches and convey the necessary information very well. I found the actual content behind the "Principles" unit to be much more interesting than the "Methods" unit, which often felt a bit surface-level (I'm a grad student, I know what different types of data are and how to use statistical tests), but the course endeavors to be entry-level, so whatever.
The homeworks each consisted of answering 4 questions in 8 or fewer pages. Like many things in this course, it felt like these were graded quite easily and straightforwardly.
The second third of the course (the "Practice" phase) felt like it ramped up the workload quite a bit. This phase consisted of reading the associated texts with the course, completing four quizes (4x5% = 20% final grade), along with working on the individual project (15% final grade), and taking 1 out of the 2 course tests (10% final grade).
The readings varied in quality considerably. Many of them felt like "slightly-reworded-lecture-content-but-worse", but a few of them were interesting.
The quizzes felt very fair. Studying the lecture content felt straightforward (like I said, the lectures were good). One question on each quiz was from the assigned reading, and the instructor informed us ahead of time which reading would be on the quiz (I dunno about this one, this feels maybe a little too nice).
The project consisted of selecting a design task, performing needfinding for that task (for 95% of people, this meant posting a survey for the class), designing three prototypes, evaluating these prototypes (for 95% of people, this meant posting a survey for the class), making a higher-fidelity final prototype, and having people evaluate it (for 95% of people, this meant posting a survey for the class).
I didn't really mind the project, although it appeared to be a massive procrastination trap for a lot of people. It did sometimes feel like a lot of the survey responses were low-effort (we got participation points for completing surveys). Writing the project report (max 25 pages) felt like the same straightforward grading as the homeworks; if you do everything the assignment asks, you can expect a 100, no surprises.
The final third of the course (the "Application" phase), consisted of a team project (15% final grade), along with taking the remaining test (10% final grade). If that sounds a lot easier than the last phase... yep.
The tests were open-note, open-internet. They felt like the kinda assignment where its extremely easy to get an 85%, easy to get a 90%, and quite difficult to get a 100% on (which, coincidentally, is the opposite of the rest of the course). I don't have much more to say about them.
The team project was nearly an exact reboot of the individual project; the major differences were an increased page limit on the report (max 40 pages), and the vague direction that our prototypes should be higher fidelity. I didn't like this. It didn't really feel like we had a chance to dive deeper into the design process, since (as mentioned), I felt like poor survey responses were kinda bottlenecking the interface design anyway (the instructor plans to require interviews for the team project feedback in the future, which I do think is a good idea). In addition, there is also the classic team-project roulette; my team had one person completely unresponsive, and another who had to be prodded quite a bit to do work. I think these kinds of projects are fundamentally unfair, end of story.
The remaining 10% of the grade comes from course participation, for most people, this meant spamming low-quality survey responses. I wish there was a better way to align incentives to encourage thoughtful responses, but I can't really think of anything.
Dr. Joyner intended this course to take ~10 hours per week. I think it mostly does, with the caveat that unless you're willing to work a bit ahead, you will definitely have weeks that exceed that, and that the final third of the course is much easier than the other two. I'd probably scooch a quiz or two into this final phase if I were running the show, but it's not a huge deal.
I would advise anyone taking this course to heed the instructor's advice about proactively forming your own team instead of doing the matchmaking survey (to increase your odds of avoiding slackers), and to be proactive with the project work. But the class is very straightforward (potentially to a fault) if you don't mind things being somewhat introductory, and having a moderately bumpy workload.