Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR

...

Class sessions are designed as a workshop on Mondays from 09.0030-11.0030, except when different times are specifically mentioned. The workshops sessions, led by students, will start in week 2 of the course and continuing for the rest of the semester. Two students are responsible for one workshop session around a topic, where they present literature, case studies, mediate discussion and activity. See topics below. 

EXPECTATIONS, GRADING, PEER SUPPORT

In pair, students provide support and reflection for each other during the Note that sessions may take place either on-site (at ZHdK), offsite (outside ZHdK) or online - but hybrid sessions (both online and on-site at the same time) are not possible, unless they were specifically designed for that format. 
 *Please be mindful of commuting time according to your classmates' and your teachers' schedule. We may also have to change location plans due to various circumstances.

EXPECTATIONS, GRADING, PEER SUPPORT

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 includedTeachers may modulate the grade with their own evaluations.

...

Any assignment that remains unfulfilled receives a failing gradeNote that sessions may take place either on-site (at ZHdK), offsite (outside ZHdK) or online - but hybrid sessions (both online and on-site at the same time) are not possible, unless they were specifically designed for that format. 
 

DELIVERABLES

EACH SESSION

...

  • WORKSHOP 
    Every week two students are in charge to design a collaborative workshop of 1h30 hours  hours + breaks. You will act as workshop facilitator, use existing methods or generate your own ones – and present at least 6 literature references: 4 from the given pool – and 2 additional sources that you research yourselves, plus case studies. These additional sources should include academic and non-academic references, from various genders, and from various countries / cultures. 
    Each workshop takes place in a different space. It can be at school, in a public space, in a museum, in a park, in an office space, on Zoom/online platform, etc.
    *Please be mindful of commuting time according to your classmates' and your teachers' schedule. We may also have to change location plans due to various circumstances.

    The structure of the workshop should include:
    • Each student present a 10-minutes engaging presentation on the topic of the day. Presentations complement each other and offer different angles on the topic but are done independently. Possible formats are live sketching, classic slides presentation, other.   You support your argument and view on the topic with the literature & case studies. Each presentation should provoke questions, inspire ideas.
    • 35-minutes Workshop facilitation: Propose together 1 short exercise where a method related to the topic is applied + propose 1 or 2 questions for the class to discuss, and mediate the discussion. 
    • Leave time for the teacher to add remarks (smile) 
    • Be mindful to keep the time!

  • INTERACTION DESIGN METHOD DATABASE 
    All methods that you use in your workshop should be recorded in the Interaction Design database. The 2 case studies and 2 publications you have researched yourself should also be included. Stick to the specified structure of the database. You can also use the database as a source of inspiration for your own workshop. Therefore your database entries should consist of:
    • 2 self researched literature references with title, abstract, author, date, context, summaries of main points (each)
    • All methods you will use in your workshop facilitation (together as workshop team)
    • All case studies you will discuss (together as workshop team)

  • Prior to your presentation and workshop you send to the instructor by E-Mail, latest Wednesday 14.00 o'clock to get enough time for feedback and to include possible changes:
    • your workshop layout with 
    • all entries you did for the Interaction Design Method database
    • your presentation points / summary of your angle
    • the location of your workshop

  • FINAL ESSAY
    The essay is a final 1500-words essay with a diversity of sources and bibliography (classified by genre: book, book chapter, journal article, conference article, academic thesis, newspaper article, web article, etc). 
    Pick a case study to use as your starting point for your essay. Propose your topic by Week 9 by email in the form of a short paragraph (50 words) explaining the case study, the topic and the questions at stake. We will inform the student if this is accepted in that week. The final essay has to be submitted by 30.05.24 (No extension possible) on the IAD server.
    If possible, the paper should be written in English. 

...

Sanders, E. (2013). "Perspectives on Participation in Design"Transcript Verlag.


Readings to browse:

Dubberly, H. ­(2004). "How do you design?" Dubberly Design Office.

Mareis, C. (2013). "Wer gestaltet die Gestaltung? Zur ambivalenten Verfassung von partizipatorischem Design". Transcript Verlag.

Dreyfuss, H. S. "The designer’s role (sketch)".

Kolko, J. (2011). "Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of Synthesis". (Oxford Series in Human­Technology Interaction) (1 ed.). Oxford University Press, USA.


Week 2 - 25.03.24 Experience and the User (jb)

...

boyd, danah. 2007. “Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life.” In MacArthur Foundation Series on Digital Learning – Youth, Identity, and Digital Media Volume (ed. David Buckingham). Cambridge, MA: MIT Press. 

Readings to browse:

Buchenau, M. & Fulton Suri, J. 2000. “Experience Prototyping”. In Proceeding of DIS ’00.

Merholz, P., Wilkens, T., Schauer, B., & Verba, D. (2008). Subject To Change:
Creating Great Products & Services for an Uncertain World: Adaptive Path on Design
. O’Reilly Media, Inc. (Chapter 1 + 5) 

Horst, Heather. 2011. Free, Social, and Inclusive: Appropriation and Resistance of New Media Technologies in Brazil. In International Journal of Communication. 5. 437–462.  

Kaye, Joseph, Levitt, M. K., Nevins, J., Golden, J. & Schmidt, V. “Communicating Intimacy One Bit at a Time”. In Proceedings of CHI ‘05


Week 3 - 02.04.24 Prototyping concepts, prototyping everything (jb)

...

Houde, S., and Hill, C. 1997. "What Do Prototypes Prototype?", in Handbook of Human-Computer Interaction (2nd Ed.), M. Helander, T. Landauer, and P. Prabhu (eds.): Elsevier Science B. V: Amsterdam.

Readings to browse:

O’Sullivan, D. & Igoe, T. 2003. Physical Computing: Sensing and Controlling the Physical World with Computers. Premier Press..

Youn­Kyung, L., Erik, S., & Josh, T. 2008. The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. In ACM Trans. Comput.­Hum.Interact. 15(2). 1–27. 

Ehn, P., & Kyng, M. 1991. Cardboard computers: Mocking-­it-­up or hands­-on the future. In Design at Work: Cooperative Design of Computer Systems. 169–195. 

Bolchini, D., Pulido, D., & Faiola, A. 2009. “ “Paper in screen” prototyping: an agile technique to anticipate the mobile experience”. In Interactions. 16(4). 29–33. 


Week 4 - 08.04.24 Storytelling as Prototype - what is evaluated? (jb)

...

Kim, J., Lund, A. & Dombrowski. 2010. “Mobilizing Attention: Storytelling for Innovation”. In Interactions.


Readings to browse:

Brown, D. M. (2010). “Competitive Reviews” In Communicating Design: Developing Web Site Documentation for Design and Planning. 254­-263. Berkeley: New Riders. 

Quesenberry, W. & Brooks, K. 2010. “Why Stories?”. In Storytelling for User experience. Rosenfeld Media. 

Loch, Christopher. 2003. Moving Your Idea Through Your Organisation. In Laurel, Brenda (ed.). Design Research. Methods and Perspectives

**Case study: Almost twenty years apart, read how researcher Hiroshi Ishii & his colleagues present their visions of the future:

Ishii, Hiroshi & Ullmer B. 1997. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms”. In Proceedings of CHI ‘97

Ishii, Hiroshi, Lakatos, D., Bonanni, L. & Labrune, J. “Radical Atoms: Beyond Tangible Bits,Toward Transformable Materials”. In Interactions. 19:1. January/February 2012. 38-51. 


Week 5 - 15.04.24 What's the Outcome? Evaluating with participants (jb)

...

Greenberg, S., & Buxton, B. 2008. “Usability evaluation considered harmful (some of the time)”. In Proceedings of CHI ’08.

Readings to browse:

Nørgaard, M., & Hornbæk, K. 2006. “What do usability evaluators do in practice?: an explorative study of think ­aloud testing”. In Proceedings of DIS ‘06.

Preece, J., Rogers, Y., & Sharp, H. 2002. “Introducing Evaluation”. In Interaction Design. Wiley.

Sengers, P., & Gaver, B. 2006. “Staying open to interpretation: engaging multiple meanings in design and evaluation”.  In Proceedings of DIS ‘06.


Week 6 - 06.05.24 For who and what do we design? Do we design for anyone? (mn)

Design takes place everyday, it is inspired by popular culture and in turn inspires stories and the collective imagination. What power does design have? What kind of responsibility do designers have? What futures do we want to create? 

  • Workshop Facilitators:  

Readings:

Samochowiec, J. (2020). "Future Skills: Four scenarios for the world of tomorrow". GDI Gottlieb Duttweiler Institute. 

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.

De Laet, M.,Mol, A. (2000). "The Zimbabwe Bush Pump: Mechanics of a Fluid Technology", In Social Studies of Science. 30/2. 225–63.

Kelley, T. (2001). "The Art Of Innovation: Lessons In Creativity From IDEO, America’s Leading Design Firm". Crown Business. 23-52.

Rhys, J., Haufe, P., Sells, E., Iravani, P., Olliver, V., Palmer, C. and Bowyer, A. (2011). “RepRap - The Replicating Rapid Prototyper.” In Robotica, 29.

Franzini, L., Herzog, R., Rutz, S., Ryser, F., Ziltener, K., Zwicky, P. (2021). “Postwachstum? Aktuelle Auseinandersetzungen um einen grundlegenden gesellschaftlichen Wandel". edition 8.
chapter ["Die Postwachtumsökonomie als plünderungsfreier Zukunftsentwurf, Paech, N., page 73-82]
chapter ["Von der imperialen zur konvivialen Technik", Vetter, A., page 159-167]


Week 7 - 13.05.24 Human-Computer Interaction and methods (mn)

...

Oulasvirta, A., Kurvinen, E., & Kankainen, T. (2003). “Understanding contexts by being there: case studies in bodystorming". In Personal and Ubiquitous Computing, 7(2), 125­-134. 

Buur, J., Fraser, E., Oinonen, S., & Rolfstam, M. (2010). “Ethnographic video as design specs”. In Proceedings of SIGCHI Australia’ 10.

Danzico, L. (2010). “From Davis to David: Lessons from Improvisation”. In Interactions.


***Assignment for all: propose the topic of your essay***


Week 08 - 27.05.24  Data and visual abstractions (mn) 

Diagrams, sketching, mind mapping, working with data, visualising information: this is the work of explaining to your audience, from clients, to customers, to collaborators, the essence of an argument.

  • Workshop Facilitators: 

Readings

Buxton, B. (2007). "Sketching User Experiences: Getting the Design Right and the Right Design". Morgan Kaufmann. 76-81.

Eggers, W. D., Hamill R., Ali A. (2013). “Data as the new currency. Government’s role in facilitating the exchange”. In Deloitte Review. 13. 18-31. 

Pavliscak, P. (2015). "Data-Informed Product Design". O’Reilly. 

Rogers, Y., Sharp, H., Preece, J. (2002). “Identifying Needs and establishing Requirements”. In Interaction Design: Beyond Human­ Computer Interaction. John Wiley & Sons. 201-­211. 


Week 09 - 03.06.24 Design Fiction, Speculative Design, Artistic research (mn)

...

Wakkary, Ron & Odom, William & Hauser, Sabrina & Hertz, Garnet & Lin, Henry. 2016. A short guide to material speculation: Actual artifacts for critical inquiry. interactions. 23. 44-48. 

Dunne, Anthony and Raby, F. 2001. Design Noir: The Secret Life of Electronic Objects. August / Birkhäuser. 

Tsaknaki, Vasiliki & Fernaeus, Y. 2016. “Expanding on Wabi-Sabi as a Design Resource in HCI”. In Proceedings of CHI ‘16

Kakalios, James. 2005. The Physics of Superheroes. The Gotham Books Publishing Group. 


***Assignment: Submit your Final paper***

...

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 8 - 24.04.23 What is innovative? (jb)

The history and practice of design is following that of technology, how do they correlate in notions of innovation and creativity?

  • Workshop Facilitators: 

Readings:

Kelley, T. (2001). "The Art Of Innovation: Lessons In Creativity From IDEO, America’s Leading Design Firm". Crown Business. 23-52.

Rhys, J., Haufe, P., Sells, E., Iravani, P., Olliver, V., Palmer, C. and Bowyer, A. (2011). “RepRap - The Replicating Rapid Prototyper.” In Robotica, 29.


Readings to browse:

Ou, J., Dublon, G., Cheng, C., Heibeck, F., Willis, K.D.D. & Ishii, H. (2016). “Cilllia - 3D Printed Micro-Pillar Structures for Surface Texture, Actuation and Sensing”. In Proceedings of CHI ‘16. 

Seago, A., Dunne, A. (1999). "New Methodologies in Art and Design Research: The Object as Discourse". In Design Issues. 15:2. Summer 1999. 

Franzini, L., Herzog, R., Rutz, S., Ryser, F., Ziltener, K., Zwicky, P. (2021). “Postwachstum? Aktuelle Auseinandersetzungen um einen grundlegenden gesellschaftlichen Wandel". edition 8.
chapter ["Die Postwachtumsökonomie als plünderungsfreier Zukunftsentwurf, Paech, N., page 73-82]
chapter ["Von der imperialen zur konvivialen Technik", Vetter, A., page 159-167]


Week 1 - 20.02.23 Deconstructing Interaction Design or Why Are You Here? (mn, jb)

...

Löwgren, J. & Stolterman, E. (2007). "Thoughtful Interaction Design". The Process (15­-41). 


Readings to browse:

Kolko, J. (2007). "Thoughts on Interaction Design". Brown Bear LLC. (Chapter 3) 


JOURNALS/BLOGS LINKS