INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR
Spring 2025
Instructors:
Dr Joëlle Bitton
Prof. Jürgen Spath
The Interaction Design Methods course is proposed as an ongoing 'workshop', where theory is practiced and where we share knowledge and learn from each other. This course proposes to investigate the methods of interaction design and the challenges they pose, with an outlook on human-centred, non-human centred & planet-centred design. With notions of cultural contexts, historical overviews, and case studies, we’ll discuss the foundations of interaction design methods and their evolution.
Each student is responsible to advance the collective knowledge of the class, by becoming an investigator and by discovering sources, case studies, and possible new methods as well. Students should also mentor each other.
During the overlap with your studio courses, some of the methods reviewed will be put into practice.
The course is a work-in-progress inviting experiments in pedagogy and in modulating theory and practice together. The field of Interaction Design is dynamic and thus calls for mixing foundation literature with new proposals, while keeping a critical perspective and staying open to shifts. As we progress in uncovering the topics of method class, we also put a strong emphasis on developing essential skills: reading, writing and reflecting, researching, including diverse sources, evaluating data, identifying assumptions and biases, presenting arguments, mediating discussions, sharing knowledge and owning your voice.
See calendar for when the course takes place. From week 2, two students are responsible for one session around a topic, where they present literature, case studies, mediate discussion and activity. See topics below.
Note that sessions may take place either on-site or online - but hybrid session (both on-site and online) are not possible.
In pair, students provide support and reflection for each other during the semester.
At the end of the course, the student grade themselves with a short written summary and reasoning included. *Teachers may modulate the grade with their own evaluations.
Following criteria for the final grading:
Exposé & Activity 30%
Handout 30%
Participation in discussions 20%
Blog 20%
Regular attendance is required (80%). Absences have to be excused (medical notes, etc). Arriving late on more than one occasion will also affect the grade.
Any assignment that remains unfulfilled receives a failing grade.
EACH SESSION
1-TIME PRESENTATION & ACTIVITY:
Two assigned students each prepares a 8 minute-exposé on the topic on the week, coming from two distinct angles, and with arguments from the selected texts as well as 3-4 additional sources that they each research themselves. The additional sources should include academic references, from various genders, and from various countries / cultures. Case studies should be presented as well. Each exposé should provoke questions, inspire ideas.
The week before the presentations, students send instructors a 1 - 2-pages written discussion (handout), by the Wednesday 14.00, prior to the class to get enough time for feedback and possible changes. The paper should include title, author, date, context, summary, bibliography.
Additionally, the students presenting have to engage the class actively with a short exercise/task and mediate a discussion with 1 main question.
The structure of the class should include:
Readings are made available in the shared IAD server.
Week 1 - 17.03.25 - 9.00-10.30 - Design/Undesign: Perspectives and biases (jb)
Lecture : “Design/Undesign: Perspectives and biases”
In this lecture, we revisit a selection of interaction design moments with case studies, and we consider the implications of the field, most notable how technology and design intertwine. This leads us to grasp the biases, expectations, assumptions we design with, and what could be ways to address them within the design process itself.
Readings:
Lindtner S., Bardzell S., Bardzell, J. 2016. "Reconstituting the Utopian Vision of Making: HCI After Technosolutionism". In Proceedings of CHI 2016.
Week 2 - 24.03.24 - 13.00-14.30 - Observations & Experiences (jb)
In design fields, observations are at the center point of being inspired and delving into projects: general observations of societal aspects, of our surroundings, of everyday life, specific observations of a context, of an issue, of behaviours, of non-human perspectives, etc.. Observations take place in the field & public spaces, in private spaces, in media, on social networks, in conversations, etc... They lead us to create and design experiences, in the always evolving framework of interaction design. How do we build on the legacy of methodologies and innovate for always improved practices?
Readings
Bitton, J., S. Agamanolis, and M. Karau. 2004. “RAW: Conveying minimally-mediated impressions of everyday life with an audio-photographic tool”. In Proceedings of CHI 2004.
Höök, K. & Löwgren, J. 2020. "Characterizing Interaction Design by Its Ideals: A Discipline in Transition". In She-Ji.
Nova, N. 2014. "Design Ethnography?" & "Field Research". In Beyond Ethnography. How Designers Practice Ethnographic Research. pp 29-55. SHS (Berlin) & HEAD Genève.
Week 3 - 31.03.25 - 13.00-14.30 - Prototyping concepts, prototyping everything (jb)
The prototype is the actuation of an idea, it also can be its evaluation, its dissemination, its validation.. even all at once? In the field of interaction design, we consider learning by doing, a form of "practicing theory". We also value demo as a form of communicating a concept. From the first sketch to a low-tech version, from a role play to a fully-functional artefact, the prototype can go through many iterations and could go for many more. What does a prototype prototype? Where does the prototype stop?
Readings
Houde, S., & Hill, C. 1997. "What Do Prototypes Prototype?", in M. Helander, T. Landauer, and P. Prabhu (eds.): Elsevier Science B. V: Amsterdam. Handbook of Human-Computer Interaction.
Schleicher D. & al. 2010. "Bodystorming as Embodied Designing". In Interactions.
Moriwaki, K. & Brucker-Cohen, J. 2006. “Lessons from the scrapyard: creative uses of found materials within a workshop setting”. In AI & Society. 20:4. 506-525.
Week 4 - 07.04.25 - 13.00-14.30 - Pop Culture & Storytelling (jb)
Stories and narratives surround us, influence us via fictions, movies, pop culture, games, advertising, marketing, scams, propaganda, etc... Considerations of how technology has shaped our society or speculations of how it will do so in the future permeate our collective imagination which in turns is reflected in the design we produce. We use metaphors, refer to myths, get inspired from old and new rituals. This travels most notably through pop culture expressions: movies, music, graphic novels, tv shows, literature, crafts, subcultures, etc... In interaction design, we also use storytelling to demo a concept and disseminate a project, it is also used as forms of prototyping and of evaluation. It can also be used to sell a project, to highlight its qualities, to hide its flaws... How do we use stereotypes to tell stories? How does pop culture narratives influence design and vice-versa?
Readings
Kirby, D. 2010. "The Future Is Now: Diegetic Prototypes and the Role of Popular Films". In Generating Real-World Technological Development. Social Studies of Science.
Kien M. 2023. "Historically Informed HCI: Reflecting on Contemporary Technology through Anachronistic Fiction". In ACM Transactions on Computer-Human Interactions. 29, 6.
Rosén, A. et al. 2022. "Towards More-Than-Human-Centred Design: Learning from Gardening". In International Journal of Design.
Week 5 - 14.04.25 - 9.30-11.00 - Outcomes and Findings, Evaluating with participants (jb)
If we consider that we practice user-centered design (human and non-human), it seems evident that it's the users we design for that should validate assumptions, test developments, and possibly take part in the design process itself. Could this also mean that the uses define the success or the failure of the project in regards to its intentions and expectations? What does it mean to evaluate an interaction design work, what are the tools? Is evaluation even necessary in the context of design? How do we gather findings from a process?
Readings
Baumer, E., Blythe M., and Tanenbaum, T. 2020. "Evaluating Design Fiction: The Right Tool for the Job". In Proceedings of the 2020 ACM Designing Interactive Systems Conference.
Bell, Genevieve, Blythe, M. & Sengers, P. 2005. “Making by Making Strange: Defamiliarization and the Design of Domestic Technologies”. In ACM Transactions on Computer-Human Interaction. 12. 149-173.
Preece, J., Rogers, Y., & Sharp, H. 2002. “Introducing Evaluation”. In Interaction Design. Wiley.
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Week 6 - 28.04.2025 13.00–15.00 - Designing for Users: From Interface History to Modern Design Processes (js)
This lecture provides an introduction to the history of graphical interfaces, exploring their evolution and impact on user interaction. Following this, we will examine different design processes, including the widely used Double Diamond model. A key focus will be on methods that help us understand users and their needs, forming the foundation for effective and user-centered design.
Readings:
Dark Horse Innovation, 2017. "Digital innovation playbook: The handbook for digital transformation, new business models, and technologies". 4th ed. Munich: Hanser.
Week 7 - 05.05.2025 13.00–15.00 - Understanding Users and Defining Problems: From Insights to Ideation (js)
This lecture delves into methods for understanding people and identifying key problems in the design process. We will explore techniques for user research, problem framing, and the creation of How Might We questions to reframe challenges. Building on these insights, we will introduce methods for transitioning into the ideation phase, enabling designers to generate innovative and meaningful solutions.
Readings:
Portigal, S., 2013. "Interviewing Users – How to Uncover Compelling Insights". Rosenfald
Week 08 - 12.05.2025 13.00–15.00 - The Science of Usability: Essential Laws and Heuristics for Better UX and UI Design (js)
This lecture explores the foundational principles of intuitive and human-centered UX and interface design. We will examine key figures such as Jakob Nielsen, Ben Shneiderman, and Jon Yablonski, along with essential design laws, including Fitts’ Law, Miller’s Law, and Hick’s Law. By understanding these principles, designers can create more effective, user-friendly interfaces that align with human cognition and behavior.
Readings
Yablonski, J., 2024. "Laws of UX – Using Psychology to Design Better Products & Services". O`Reilly
Week 09 - 19.05.2025 13.00–15.00 - Evaluating UX: Methods for Testing Usability and Intuitiveness (js)
This lecture focuses on the evaluation of developed concepts, exploring methods to assess whether a product or service is intuitive and user-friendly. We will examine usability testing, heuristic evaluation, A/B testing, and other techniques that help identify strengths and weaknesses in the user experience. By applying these methods, designers can refine their solutions to better meet user needs and expectations.
Readings
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Week 10 - 26.05.2025 - From User-Centered to Planet-Centered: Expanding the Scope of UX Design (js)
This lecture explores the intersection of user experience and sustainability, challenging the traditional user-centered approach by incorporating broader perspectives such as "life-centered" and "planet-centric design". We will examine how designers can create products, systems, and services that not only meet human needs but also consider environmental and societal impact, fostering a more sustainable and responsible design practice.
Readings:
Lange, O., and Clasen, K. 2025. "User Experience. Design und Sustainability". Springer Vieweg
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