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INTERACTION DESIGN: INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR

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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.

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Höök, K. & Löwgren, J. 2020. "Characterizing Interaction Design by Its Ideals: A Discipline in Transition". In She-Ji. 

Nova, N. xxx Field Research


Week 3 - 31.03.25 - 13.00-14.30Prototyping concepts, prototyping everything (jb)

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  • Students: 

Readings

Houde, S., and & 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... In interaction design, we often 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? 

  • Students: 

ReadingsAuger

Kirby,

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D.

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2010.

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"The Future Is Now: Diegetic Prototypes and the Role of Popular Films". In Generating Real-World Technological Development. Social Studies

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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.Fiction meets fact: exploring human-machine convergence in today’s cinematographic culture


Week 5 - 14.04.25 - 9.30-11.00 - Outcomes and Findings, Evaluating with participants (jb)

What does it mean to evaluate an interaction design work, what are the tools, how is a project fitting its intentions? Is evaluation even necessary in the context of design? How do gather findings from a process?

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Readings

  • Students: 

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

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

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

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.


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.

  • Students: 

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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