Western Governors University

D799: Mobile and Ubiquitous Design

A guide to WGU's D799, the Human-Computer Interaction course that joins sensing and connectivity technology with user-centered mobile design.

Updated October 2026 · 5 min read

D799 is a course in WGU's M.S. Computer Science, Human-Computer Interaction specialization.

WGU describes it as blending technical knowledge of sensors, processors, embedded systems, protocols and connectivity with user-centered design principles to create functional, engaging mobile applications, using methods such as personas and usability testing.

The challenge is holding both halves together. Engineers tend to under-develop user research, and designers tend to under-specify technical constraints. The guide lists four competency units, and the course is specific to the HCI specialization.

Course at a Glance

ItemDetails
UniversityWestern Governors University (WGU)
Course codeD799
LevelGraduate (4 competency units in the guide)
ProgramM.S. Computer Science, Human-Computer Interaction
Subject areaMobile and ubiquitous computing, UX and privacy
Typical workA mobile application design combining technical and UX analysis

What D799 Covers

Competency (summarized)What it means in practice
Analyze foundations of sensing, computing and communicationWhat sensors and links a device offers and their limits
Apply standard user experience principles to a mobile appPersonas, task flows, usability and accessibility
Design apps that are scalable and adaptableWork across different users, contexts and environments
Evaluate interaction and synchronisation between devicesHow phones, wearables and services stay consistent

Key Concepts Explained

Sensing and Context

Phones carry sensors such as accelerometers, GPS and microphones. Ubiquitous design uses this context to adapt, but each sensor costs battery and raises privacy questions.

Example: A fitness app can detect movement with the accelerometer, which uses little power, and request GPS only when a run starts. It tells users why location is needed and stops tracking when the run ends.

Personas and Usability Testing

A persona is a realistic description of a user group, built from research rather than invention. Usability testing observes people attempting tasks and records where they struggle.

Example: A persona for a night-shift nurse might note one-handed use and low light. A test task such as "log a medication check" reveals whether buttons are reachable and readable under those conditions.

Multi-Device Synchronisation

When one account spans a phone, a watch and a web page, data must sync reliably, handle offline use and resolve conflicts. Designers decide what happens when two devices change the same item.

Typical Assignments and How to Approach Them

Task elementWhat it testsHow to approach it
Technical analysisUnderstanding device capabilityList sensors and connectivity used and the constraint each brings
User research summaryUX methodPresent personas and tasks grounded in stated research
Design and prototype descriptionApplying principlesDescribe key screens, flows and accessibility choices
Privacy and sync evaluationResponsible designState data collected, consent, storage and sync behavior

Balancing Technical and UX Depth

Aim for even coverage. A simple planning grid keeps either half from dominating.

FeatureTechnical noteUX note
Location remindersGeofencing, battery costClear permission wording, easy opt-out
Offline modeLocal storage and later syncVisible status so users trust the data
Wearable alertsBluetooth link, small screenShort messages, glanceable design

Readiness Checklist Before You Submit

Make sure both the technical and the design sides are visible.

CheckWhat to confirm
Sensors and links analyzedCapabilities, limits and battery or privacy costs are stated
Research shownPersonas and tasks come from stated research
Usability plannedYou describe how the design will be tested
Adaptability coveredDifferent users and environments are considered
Sync explainedMulti-device behavior and conflicts are addressed

Splitting Your Study Time

The course carries four competency units, so it rewards steady work rather than a single push. Spend the first part on the technical foundations, because the design decisions later depend on knowing what devices can sense and how they connect.

StageFocus
Technical foundationsSensors, processors, protocols and their constraints
UX methodsPersonas, task flows, usability testing
Privacy and ethicsConsent, data minimization, adaptation to environments
DraftingTechnical and UX notes side by side for each feature
ReviewCheck each competency has a heading

Where Students Get Stuck

Study Tips for D799

How We Help with D799

Send the task, rubric and any draft. A writer with mobile design and engineering experience can prepare a worked model for study, explain UX methods, or review your design for gaps in research and privacy. Our master's assignment help guide describes the process.

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Frequently Asked Questions

Which program includes D799?

WGU's guide lists it in the M.S. Computer Science, Human-Computer Interaction plan.

How many competency units is D799?

Four, according to the guide.

Do I need to build a working app?

The competencies concern analyzing, applying principles, designing and evaluating. Check your task for any build requirement.

What is a persona?

A research-based profile of a typical user group that guides design decisions.

How do I treat privacy in the design?

State what data is collected, why, how consent is obtained and how data is protected and limited.

How does D799 relate to D800?

D800 covers HCI principles and user testing methods; D799 applies them to mobile and multi-device systems.