Interaction Design Process FS25

eSpring 2024: March 18 - April 19.

Instructors:
Dr Joëlle Bitton
joelle.bitton@zhdk.ch 

Nicole Foelsterl
nicole.foelsterl@zhdk.ch

Office hours by appointment 

The module takes place from March 17 - April 18, over 5 weeks, from Monday to Friday each week, 9.00-17.00 (On Mondays, depending on the week, the Method class takes place in mornings or afternoons overlapping with the Process class, and Friday mornings are for your BA theory courses) - See detailed hours in calendar below (room info in Evento). 
**Some sessions may take place via Zoom (although sessions happening both in Zoom and in presence at the same time will not be possible).

Class sessions include lectures, discussions, mentoring sessions, in-class exercises, home assignments and independent study blocks (students are expected to iterate and advance versions in between sessions together).

The studio course runs in parallel with the seminar course "Interaction Design Methods" and is a platform to apply ideas and concepts discussed in the seminar, therefore the two courses are actually an ensemble.
Projects are conducted in groups of 4 students. 

Overview and Objectives

This course puts the students in the context of realising an interaction design outcome from initial idea to final proposal, with a particular emphasis on field research and user-experience.
In this interaction design process, students work through the several stages of project development: Context/User Inquiry, Concept Generation, Idea Testing, Prototype Development, Evaluation and Concept Iteration. 

Following these stages of observation, creation, and evaluation, we will discuss and apply situated and user-centered methods (eg. bodystorming, context analysis, video scenarios, etc).

This course is project-based and will allow students to have a hands-on experience.
Organised in groups, students will develop innovative design concept for a product, a service or an experience. 

Overarching Topic:

Absurdity in a world of systemic issues

The topic for this class addresses the typical design premise of interaction designers' wishes to have a societal impact. People-centered design is at the core of interaction design studies and human-computer interaction research. What does this premise actually mean? What are the limitations, frustrations, realities of designing on the ground? What if we should move away from a human-centric design to a non-human one? The class proposes to look at proposal of changes not in term of individual behaviours but addressing if systemic changes can happen from a design proposal.
We will also uncover the contradictions of a designer's responsibility, agency and idealisation. Events and conjunctures that are overwhelming and bleak, such as global warming, the collapse of ecosystems, wars, economic struggles, social injustices etc can make us feel powerless and make design proposals seem insignificant. Yet, in this dark context, we have the opportunity to re-value humour and gaiety as points of counterbalance and as design tools. Hence this year, we will take a special detour at ways that we can design with a sense of playfulness, absurdity and humour. 
For this course, each group of students will engage designing in a social context that they will identify and they will argue for their intervention, in conjunction with working with people (or non-people) involved on the ground.

During the course the student will learn:
  • how to design through personal exploration and in communication with others (participatory design)
  • how to search for new possibilities/opportunites/alternatives for interactive products, rather than responding to a set of given requirements
  • how to use a variety of methods and tools which can be existing design practices, can be borrowed from other disciplines and can be developed by designers themselves 
  • how to apply ethical guidelines in co-design 

The student is expected to produce these final deliverables:

1. A working prototype, user-tested and evaluated
2. The presentation of this interaction design product, service and/or experience grounded on the understanding of the user and the context
3. The documentation of assignments and design process in a blog
 

Course Outline

Your project development is structured in following steps:

  • Week 1: Into the Wild!
    User, context and/or technology inquiry
    Methods: direct and participatory observation, video ethnography, interviews, questionnaires, etc.
  • Week 2: Idea Transfers
    Researching, Enacting and testing ideas, 
    Methods: sketching, mockups, bodystorming, brainstorming, participatory methods, extreme characters, etc

  • Week 3: Play 
    Creating prototypes and confronting them to the 'real world'
    Methods: cultural probes, participatory methods with mockups, cartoon scenarios, acting out an experience, etc
  • Week 4: Stories and users 
    How is your work being evaluated? 
    Methods: forms of evaluation, from user-testing to narratives enacting scenarios

  • Week 5: Production 
    Independent study week: working on your production assignment and setting your own agenda
    Finalising the project 

  • (Week 6: Polishing details/Final Documentation)

Mandatory Assignments

  • Final Work

The final outcome of the class is a working prototype, user-tested and demoed/exhibited and presented in context in a short film. For this class, there will be an emphasis on the narrative as a way to disseminate your proposal.

  • Home/In-class assignments

Throughout the module, various short home & in-class assignments will be given to practice concepts discussed in class.

  • Group presentations

Interval group presentations/check-ins each week present the advancement of the group's project and highlight the specific requirements of that week. For some presentations, all the class attends and for 'check-ins', the session is with each group (see calendar below for details).
Each presentation are structured so that each group member will introduce an aspect of the project (all group members are required to attend). On average, the presentation should be 5-7 minutes.
The format is open: 

    • Live sketching
    • Demo with prototyping
    • Classic Slides presentation
    • etc.

  • Week 2 Check-ins requirements:
    Name of group/project
    Knowledge Inquiry
    5 related works
    Lessons learned from the field / probes
    Where do you want to go
    How do you get there (identify roles, needs, actions)
    Prototype 1.0

  • Week 4 First cut of video
    Delivered by Monday 14.4 morning on server
  • Journal/Blog

A separate 'Journal' is developed by each student that reflects on learnings from the seminar. It should be in the form of an online blog (ie. WordPress, Tumblr or other):

    • The journal should be structured in a generally comprehensible manner
    • The lecture notes, including annotations, are stored
    • Notes, sketches for each day should be included as well

Expectations and Grading

Grades will be based on group presentations, class participation, home assignments, documentation (journal) and final work. 
Contributing to constructive group feedback is an essential aspect of class participation.
Regular attendance of 80% is required in all contact sessions. Two or more unexcused absences will affect the final grade. Arriving late on more than one occasion will also affect the grade.

Final work & documentation 50%

Group presentations & mid-assignments 30% 

Journal Documentation 20%

Any mandatory assignment (see above) that remains unfulfilled, the student receives a failing grade.  

Course Materials

The course IAD Design Methods provides the background literature for this class.
Additional readings can be provided as the class progresses.

Teams projects


Calendar

Week 1
Into the Wild!

Monday 17.03

Tuesday 18.03

Wednesday 19.03

Thursday 20.03

Friday 21.03

Morning

(starts at 9.00 otherwise noted)



  • 9.00-10.30 Theory class: Design/Undesign Perspectives & Biases 

    + Overview of the IAD Process topic & scope (jb)

  • Introduction about the module, Note on Documentation

Discussion observations


  • Exercise, part 1: topic and group building (answering questions & themes emerging)
    (jb, nf)

  • Exercise, part 2: topic and group building (clustering by themes)
    (jb, nf)


NF is teaching Master


jb: i will look into that -  THANKS 

  • Input
    Ethnographic study & 

    Sense Making (nf)


  • First unedited results (sound, photos, videos, observations) (jb, nf)






Field Research



Afternoon
(starts at 13.00 otherwise noted)


  • Assignment quick observation - post on Miro



Going back to the Field 



Going back to Field 

  • 14.00 Group presentations: Inspirations and Field Research (First impressions of 2-3 iterations, narrative over 1.5 days, questions/reflections that drove your choices for the field study) 5-7mn/group
    (jb, nf) - Florian moved the other presentation 


     
  • Expectations for the following week

Independent study

Week 2
Idea Transfers

Monday 24.03




(Bits & Atoms)




Tuesday 25.03

Wednesday 26.03

Thursday 27.03

Friday 28.03

Morning
(starts at 9.00 otherwise noted)

Field Research & Desk-based Research
(Related work, 
References)


Field Research & Desk-based Research
(Related work, 
References)

Field Research & Desk-based Research
(Related work, 
References)

Afternoon
(starts at 13.00 otherwise noted)


  • 13.00-14.30
    Theory class: Experience and the "user"

    15.00-15.30 Process class Exercise: Very rapid prototyping 
    (jb)

  • 15.30 Group Presentations:
    mock-ups
    (jb) 


  • Input "Narrowing Down" (nf) 

  • Mentorings per Group (30 Min) (nf) 

Field Research & Desk-based Research
(Related work, 
References)

Check-in by groups: Advanced concept: Related Work/Inspirations, Further field research, Directions and Prototype 1.0
(jb, nf)
Independent study

Week 3
Play

Monday 31.3



(Bits & Atoms)

Tuesday 1.4

Wednesday 2.4

Thursday  3.04

Friday 4.4




Morning
(starts at 9.00 otherwise noted)

  • 10.00 Present Exercise:  
    Prototyping ideas with Performance enactment / Bodystorming
    (jb)

  • quick catch up per group in atelier or class (jb) 


Independent Study



Independent Study





Afternoon

(starts at 13.00 otherwise noted)



  • 13.00-14.30
    Theory class: Prototyping concepts, prototyping everything


    Exercise:
    Prototyping with Bodystorming in the field: follow/observe situation in the field (outside Toni)

Independent Study

  • tbc: on request: quick catch up (zoom tbc) (jb) 

Demoes on location (all groups together):
Prototypes demoes in situation 
(jb, nf)

Week 4
Stories and Users

Monday 7.4

Tuesday 8.4

Wednesday 9.4

Thursday 10.4

Friday 11.4

Morning
(starts at 9.00 otherwise noted)

bits atoms?

  •  
    9.30-11.00
    Theory class: Storytelling as a Prototype (jb)

Workshop/Input 
Storytelling & Storyboards (nf) 



Independent Study

10.30 Check-In by groups: Video showcase:
Narratives showcasing prototypes in action
(nf, jb)

Afternoon
(starts at 13.00 otherwise noted)








14:00-17:00 Mentoring Storyboard (nf)

Independent Study: Start final production

Independent Study

Week 5
Production 

Monday 14.04

Tuesday 15.04

Wednesday 16.04

Thursday  17.04

Friday 18.04


Morning
(starts at 9.00 otherwise noted)

  • 9.30-11.00
    Theory class: Evaluating Outcomes (with participants) (jb)



Production 


Production





Editing Mentoring: (nf)


Production


Afternoon
(starts at 13.00 otherwise noted)


Editing Mentoring: (nf)

I would move that mentoring to Wed.

>>jb: it wouldn't make sense to have the editing mentoring the day right before the final day or what do you think? wednesday morning?


I would do ship it to Wed. afternoon - bevor the do not have a raw cut. 

 

*Booking photo studio Deadline

  • Atelier/walk-thru /Mentoring (jb)
  • Final Group presentations - choose location


  • Feedback session
    (jb, nf)







JB: Dr. Joëlle Bitton, NF: Nicole Foesterl