INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR
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- READINGS & RESPONSE NOTES
For everyone, there are 4 mandatory readings per session and response notes are expected for each paper and have to be uploaded on the blog (see below)by the prior Sunday evening.Students are expected to discuss and comment in class based on the readings they have done prior to the class (they can be randomly called to share their perspectives).
A reading guideline is provided to support the reading process: identify author(s), research location/institution, country, background, date, writing style, publication, context, sources, possible biases; identify words and concepts that are not familiar to you; identify questions that are emerging. See additional tips for reading academic papers by researcher Mike Ananny.
Texts vary in length every week, this is considered part of the learning process in this class to go through a reading and gather essential ideas in a limited time.
In addition, we suggest that you read the entries in the database made by your classmates prior to class. - BLOG
A separate 'reflective journal' is developed by each student to share learnings from the seminar. It should be in the form of an online blog/vlog/podcast (ie. WordPress, Notion, Medium, TikTok, Insta or other) to share with the public your discoveries, findings, reflections, etc.- Notes, sketches for each lesson should be included as well, with short reflections on the topics discussed
- The readings notes are shared on the blog or online platform
- The journal should be structured in a generally comprehensible manner
1-TIME DELIVERABLE:
- WORKSHOP
Every week two students are in charge to design a workshop of 1h30 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.
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 +
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- propose 1 or 2 questions for the class to discuss, and mediate the discussion.
- Leave time for the teacher to add
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- remarks
- Be mindful to keep the time!
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- Handout
The presentation should include a written document, sent to the instructor by Wednesday, 14.00 o’clock, in the week before the class to allow time for feedback and possible changes. The document should be made available to the class by 18.00 on the Friday before your presentation, by uploading it to the Interaction Design database on Notion. This is a database that is shared between different Interaction Design years. You can also use the database as a source of inspiration for your own workshop.
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- Your handout should include at least:
- The location of your workshop (in the first part of the course the location changes will be limited to the area around the Toni-Areal)
- Your presentation points / summary of your angle in form of a 1000-words essay with a case study as a starting point.
- Your workshop layout, including any methods you will use to facilitate your workshop (together as a workshop team)
- 2 self researched literature references with title, abstract, author, date, context, summary of main points (each)
- Any case studies you will discuss (together as a workshop team)
- If possible, the handout should be written in English.
- Prior to your presentation and workshop you send to the instructor by E-Mail, latest Wednesday 14.00 o'
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- 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
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COURSE MATERIALS
Readings are made available in the shared IAD server.
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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)
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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)
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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)
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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)
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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)
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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)
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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***
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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)
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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