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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The prototype is the actuation of an idea, it also can be its evaluation, its dissemination, its validation.. even all at once? 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: Florian Kleiser & Timon Rimann
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... 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: Domenico Shadlou & Aline Wyss
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 - 913.3000-1114.00 30 - 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? Is evaluation even necessary in the context of design? How do we gather findings from a process?
- Students: Olivier Jutzet
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 & Abo Lhamo
Readings
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Knapp J., 2016. „Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days.“ Simon & Schuster 176–204 (Friday)
Jørgensen A. H., 1990. „Thinking-aloud in user interface design: A method promoting cognitive ergonomics.“ Ergonomics, Vol. 33 No. 4, 501–507
Week 10 - 26.05.2025 - From User-Centered to Planet-Centered: Expanding the Scope of UX Design (js)
This lecture explores the intersection of user experience and sustainability, challenging the traditional user-centered approach by incorporating broader perspectives such as "life-centered" and "planet-centric design". We will examine how designers can create products, systems, and services that not only meet human needs but also consider environmental and societal impact, fostering a more sustainable and responsible design practice.
- StudentsStudent: Matthieu Roberge
Readings:
Lange, O., and Clasen, K. 2025. "User Experience. Design und Sustainability". Springer Vieweg
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