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INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR

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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, 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?

  • Students:  Joana Stutz & Aron Eggenberger

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.

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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)

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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.

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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?

  • 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 - 28.04.2025 13.00–15.00 - Designing for Users: From Interface History to Modern Design Processes (js)

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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.

  • Students:  Claudio Weckherlin & Benjamin Welterveden

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.

  • Students:  Mathan Hazazi & Viktoriia Diak

Readings

Yablonski, J., 2024. "Laws of UX – Using Psychology to Design Better Products & Services". O`Reilly

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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.

  • Students:  Anna Graf & Ao Lhamo

Readings

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Week 10 - 26.05.2025 - From User-Centered to Planet-Centered: Expanding the Scope of UX Design (js)

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