INTERACTION DESIGN: DESIGN METHODOLOGY SEMINAR
Spring 2025
Instructors:
Dr Joëlle Bitton
joelle.bitton@zhdk.ch
Prof. Jürgen Prof. Jürgen Spath
OVERVIEW AND OBJECTIVES
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Following criteria for the final grading:
Exposé & Workshop Activity 30%
Handout /essay 30%
Participation in discussions 20%
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- BLOG FEATURING:
- READINGS & RESPONSE NOTES
For everyone, there are several 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. - Reflective notes on class discussions/learnings
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 The journal should be structured in a generally comprehensible manner
- READINGS & RESPONSE NOTES
1-TIME DELIVERABLEPRESENTATION & ACTIVITY:
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Two assigned students each prepares a 8 minute-exposé on the topic
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on the week
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, coming from two distinct angles, and with arguments from the selected texts as well as 3-4 additional sources that they will research themselves. The additional sources should include academic references, from various genders, and from various countries / cultures.
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- 25-minutes Workshop facilitation: Propose together 1 short exercise where a method related to the topic is applied + propose 1 or 2 questions for the class to discuss, and mediate the discussion.
- Each student present in 4mn a short vignette on one angle of the topic that is done through research. Readings provided help but the student needs to deepen research further with additional essays. Presentations complement each other and offer different angles on the topic. Possible formats are live sketching, classic slides presentation, other. You support your argument and critical view on the topic with the literature & case studies. Each presentation should provoke questions, inspire ideas.
- Leave time for the teacher to add remarks
- Be mindful to keep the time!
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Case studies should be presented as well. Each exposé should provoke questions, inspire ideas.
The week before the presentations, students send instructors a 1 - 2-pages written discussion (handout), by the Wednesday 14.00, prior to the class to get enough time for feedback and possible changes. The paper should include title, author, date, context, summary, bibliography.
Additionally, the students presenting have to engage the class actively with a short exercise/task and mediate a discussion with 1 main question.
The structure of the class should include:
- 2 x 8 minutes exposés
- 15-minutes short exercise/activity where a method related to the topic is applied
- 1 or 2 questions for the class to discuss
- Larger discussion, feedback and perspectives from the tutor
- a 5mn break
COURSE MATERIALS
Readings are made available in the shared IAD server.
CALENDAR
Week 1 - 1817.03.24 25 - 9.0030-11.00 30 - Design/Undesign: Perspectives and biases (jb)
Historical outline and introduction of design method theories, highlighting the notion of design, technology and human experienceLecture : “Perspectives of Interaction Design”
Case studies of design moments in history, how technology and design intertwine, as well as understanding who designs design.Lecture : “Perspectives of Interaction Design”
Readings:
Lindtner S., Bardzell S., Bardzell, J. 2016. Reconstituting the Utopian Vision of Making: HCI After Technosolutionism, CHI 2016.
Additional references on the topic:
Carroll, J. M. (2000). "Making Use: Scenario-Based Design of HumanComputer Interactions". The MIT Press. “the Process”
Dubberly, H. (2004). "How do you design?" Dubberly Design Office.
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.
Sanders, E. (2013). "Perspectives on Participation in Design". Transcript Verlag.
Week 2 - 2524.03.24 - 913.3000-1114.30 - Observations & Experiences (jb)
At the heart of the design is the human experience: how to keep track of it?
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In design fields, observations are at the center point of delving into projects: observations of our surroundings, of everyday life, of specific settings, of non-human perspectives, in the field & specific public spaces, in private spaces, in media, on social networks, in conversations, etc... Observations lead us to approach user experiences and to create around them.
- Students:
Readings
Bitton, J., S. Agamanolis, and M. Karau, “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. She-Ji.
Additional references on the topic:
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)
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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.
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Week 4 - 08.04.24 - 9.30-11.30 - The necessity of Pop Culture (jb)
Why do we document, why do we practice pitching, selling ideas? How do we share and disseminate a design? What are the critical challenging points of using storytelling as a form of evaluating a concept?
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Horst, Heather. 2011. Free, Social, and Inclusive: Appropriation and Resistance of New Media Technologies in Brazil. In International Journal of Communication. 5. 437–462.
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Week 3 - 02.04.24 - 9.30-11.30 - Prototyping concepts, prototyping everything (jb)
The prototype is the actuation of an idea, its evaluation, its dissemination, its validation all at once? Where does the prototype stop?
- Facilitators:
Readings
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Additional references on the topic:
O’Sullivan, D. & Igoe, T. 2003. Physical Computing: Sensing and Controlling the Physical World with Computers. Premier Press..
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. 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 - 31.03.25 - 13.00-14.30 - Prototyping concepts, prototyping everything (jb)
The prototype is the actuation of an idea, its evaluation, its dissemination, its validation all at once? Where does the prototype stop?
- Students:
Readings
Montgomery, Will. 2013. “Machines for Living”. In Wire. 243. 28-35.
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.
Schleicher D. & al. 2010. Bodystorming as Embodied Designing. Interactions.
Rhys, J., Haufe, P., Sells, E., Iravani, P., Olliver, V., Palmer, C. and Bowyer, A. 2011. “RepRap - The Replicating Rapid Prototyper.” In Robotica, 29.
Additional references on the topic:
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 - 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:
Readings
Auger, James. 2012. “Demo or die: Overcoming oddness through aesthetic experience”. In Why Robot? Speculative Design, the domestication of technology and the considered future. PhD Thesis. RCA, London.
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Lindström, K., Ståhl, Å. 2020. Un/Making in the Aftermath of Design. In: Proceedings of the 16th Participatory Design Conference.
Tsaknaki, Vasiliki & Fernaeus, Y. 2016. “Expanding on Wabi-Sabi as a Design Resource in HCI”. In Proceedings of CHI ‘16.
Additional references on the topic:
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.
Week 5 - 1514.04.24 25 - 9.30-11.30 - What's the Outcome? Outcomes and Findings, Evaluating with participants 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?
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How do gather findings from a process?
- Students:
Readings
Bardzell, J., Bolter, J., & Löwgren, J. 2010. “Interaction criticism: three readings of an interaction design, and what they get us”. In Interactions. 17:2. 32–37.
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Rosén, A. et al. 2022. Towards More-Than-Human-Centred Design: Learning from Gardening.
International Journal of Design
Additional references on the topic:
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.
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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?
- Students:
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.
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)
Interaction Design and the field of HCI research are intertwined. Desk-based research, cultural probes, participatory design, ethnographic video, etc… terms that are at the heart of methodologies.
- Students:
Readings:
Gaver, B., Dunne, T., Pacenti, E. (1999). “Design: Cultural probes”. In Interactions, 6(1), 21-29.
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)
Where design and art collide: what is your design standing for? How do we reboot the design field?
- Students:
Readings
Auger, James. 2012. “Speculative design: The products that technology could become”. In Why Robot? Speculative Design, the domestication of technology and the considered future. PhD Thesis. RCA, London.
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.
Kakalios, James. 2005. The Physics of Superheroes. The Gotham Books Publishing Group.
Week 10 - 10.06.24 Teach or Why Were You Here? (mn)
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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.
JOURNALS/BLOGS LINKS
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