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INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR

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Lecture : “Design/Undesign: Perspectives and biases
Case studies of design moments in history, 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, as well as understanding . 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.


Reading
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Lindtner S., Bardzell S., Bardzell, J. 2016. "Reconstituting the Utopian Vision of Making: HCI After Technosolutionism". In Proceedings of CHI 2016.

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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, of specific settingsspecific observations of a context, of an issue, of behaviours, of non-human perspectives, etc.. Observations take place in the field & specific public spaces, in private spaces, in media, on social networks, in conversations, etc...  Observations They lead us to approach user experiences and to create around them. 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?

  • Students: 

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. xxx Field Research2014. "Design Ethnography?" & "Field Research". In Beyond Ethnography. How Designers Practice Ethnographic Research. pp 29-55. SHS (Berlin) & HEAD Genève.


Week 3 - 31.03.25 - 13.00-14.30Prototyping 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? Where does the prototype stop?

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Readings

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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?

  • Students: 

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... 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-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? 

  • Students: 

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).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, how is a project fitting its intentions? Is evaluation even necessary in the context of design? How do we gather findings from a process?

  • 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 Making by Making Strange: Defamiliarization and the Design of Domestic Technologies”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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