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Suggestions for degree projects in interaction and service design and programming

For the following projects:
Contact Eva Ragnemalm, evara at ida.liu.se

ePortfolio för universitetslärare

Elektroniska portfolios används i allt större utsträckning för att dokumentera yrkesmässiga kunskaper och färdigheter samt för att stödja lärandet av sagda kunskaper och färdigheter. Hur skulle man utforma ett verktyg för skapandet och underhållet av en elektronisk portfolio för universitetslärares pedagogiska skicklighet? Hur ska ett sådant system fungera för att uppfylla sina syften och vara användbart? Projektet går ut på att undersöka relaterat arbete och sedan samla in och analysera användardata samt designa en prototyp. Utvärdering av prototypen kan eventuellt också ingå.

Projektet är lämpligt som uppsatsarbete för en Kognitionsvetenskaplig master eller Civilingenjör inom D/IT, eller C-are, med intresse och förkunskaper inom Användbara system/Interaktionsdesign. Då intervjuer med lokala universitetslärare förväntas ingå är kunskaper i svenska nödvändiga.

Webplats för Lika Villkor på LiU

Syftet är att finna en lämplig design för en webbplats som skulle kunna fungera som diskussionsunderlag kring frågor om Lika villkor. Det vi är ute efter är en plattform där olika personer i olika roller kan gå in och få upp olika fall beroende på deras roll, gärna med små filmsekvenser från situationer som skulle kunna uppstå här på LiU. Utifrån dessa kan man sedan träffas och diskutera olika frågor, det skulle bli lite som en "minikurs" på nätet.

Projektet är lämpligt för någon på GDK eller kanske Kogvet på Masternivå. Då intervjuer med lokala studenter, men även internationella studenter,lämpligen ingår, anses goda kunskaper i både engelska och svenska nödvändiga.

For the following projects:
Contact Mattias Arvola, matar at ida.liu.se

Oh, Do Behave!

UI-design specification, programming and user testing of a new panel in PowerPoint where users can make their slideshows interactive by applying behaviours to objects. The idea is to make Powerpoint into an effective, efficient and satisfactory UI-prototyping tool. Programming in Visual Studio.

Background knowledge: Programming, human-computer interaction.

Singing Heads

Design and programming of a music instrument based on speech synthesis and talking heads. In the end you should be able to play the instrument on stage.

Background knowledge: Music, programming, speech/language technology, human-computer interaction.

Planner's Little Helper

Design and testing of user interfaces for a portal that will serve with information and coordination in urban and regional planning and development. This project is a part of the project Planeringsportalen, financed by VINNOVA. Other participants include among others Boverket, SCB, Energimyndigheten, BTH, LiU, Länsstyrelserna, Sweco and Kordab.

Background knowledge: Interaction design, conversational skills in Swedish.

Styles and genres of geographical user interfaces

The concepts of style and genre have been used in interaction design, to describe functional, structural and aesthetical aspects of products. No such survey has however been made in user interfaces for geographical information systems. It could be your job to do one, and put it to use in a design case.

Background knowledge: Interaction design.

Audio for Fun

It is normally rather easy to make visual behaviour of agents in visual and/or tangible programming environments where children can make their own games. These environments, however, treat sound in rather simplistic ways. The idea in this project is to allow kids to play around with interactive behaviours of things to create complex sound experiences (that their surroundings also can live with).

Background knowledge: Music, programming, human-computer interaction.

A Dialogue System Comes Out

It is often assumed that the situation of use for dialogue systems (systems that you talk or write to in natural language) is one user in front of one computer or perhaps one user using a mobile phone. Furthermore, the task is most of the time assumed to be instrumental: get hold of some specific information. What happens if the use would be aesthetic, public and social instead? It is my hypothesis that they could be used for encouraging social interaction between people who normally wouldn't talk with each other. It is your job to find out.

Background knowledge: Programming, human-computer interaction, language technology.

The Designers Scrapbook

Designers work with large amount of data, notes, expressions of their design (sketches, models, prototypes et.c.), ideas, and documents. One approach to manage that while also documenting the design reationale (the argument behind the design) is to write design diaries. The problem is that they get very messy and it is har d to find everything that is dated to the same day. Too much is scattered in too many places. If the design diary was a digital collage with a built in history everything could be searched and browsed either according to subject, or according to date. This project aims to build (and design) such a digital design diary.

Background knowledge: Programming, human-computer interaction.

The Future and Back

Designers often try to express a possible future, and by sharing that representation with others try to understand things about that future, to be able to drive a design process into a responsible future. The challenge here is to critically review and develop the ethnographically inspired methods used in design. What methods are available? What are their charactersitics, strengths and weaknesses? What do they require? What do they inform us about? How can we use the results in design practice and design research?

Background knowledge: Ethnography, design.

Tools of the Trade

This project aims at developing tools for working with use quality analysis (UQA) in a structured way. UQA aims at identifying what the desirable qualities of a system-in-use are. The analysis is based on socio-cultural models of usage and multiple-aspects models of use quality. Methods used in the analysis includes categorisation, concentration, affinity diagramming, objectives tree, functional specification , weighted objectives and value engineering. The project includes design, programming and testing.

Background knowledge: Programming, human-computer interaction, design.


In this project you will implement an existing design of a groupware system for sharing digital objects in a design studio. There is a basic system called Locomotion which needs to be expanded and fitted into the technical environment of the studio. You will perform development in .Net and the first increment is to fit the system into the environment. The next increment includes transforming it to work on Windows-based PDAs. Future work includes developing locomotion so that a handheld can work as a remote control to large displays. Depending on your interests, the project it will also include usability and technical evalutation of the system in use.

Background knowledge: Programming, human-computer interaction.

What Designers Design

We have performed and video recorded workshops where interaction designers work on design projects. In this project you will analyse the design process according to what their object for design is.

Background knowledge: Conversation analysis, cognition, design.

Correlation between Customer Satisfaction and Subjective Usability

It seems reasonable to assume that there is a correlation between how satisfied customers are with a product or service and how usable they perceive it to be. There has, however, been no research on what parts of measurement of customer satisfaction that correlates with what parts of measurement of subjective usability. In this project you will explore the relation between perceived usability and customer satisfaction.

Background knowledge: Statistics, marketing, usability.

For the following projects:
Contact Mikael Kindborg mikki at ida.liu.se

The projects can be done in groups of two, or individually. It is also possible (and encouraged) to work in project teams of 3 to 5 and write two or three thesis reports that focus on different perspective of the project. A thesis project is also a good opportunity if you want to form a startup. The programming languages used for the projects are Squeak (Smalltalk) and Python. Software written in the project is released as open source. You can write your thesis report in Swedish or English.

Comics and Visual Programming

This project is for the comic book lover who want to try to invent new comic book signs for visual programming. Interest in semiotics and programming is a plus, as is a talent for drawing comics. Technical level can vary, you can implement prototypes or do paper-based work. www.ida.liu.se/~mikki/comics.

Applications for the Sugar Python platform on OLPC

The MiIT-initiated OLPC-project (One Laptop per Child) is currently attracting attention. It this project you will develop creative tools for children using the Python-based Sugar framework. It is a big plus if you are interested in a project where children in different countries can communicate and create things together. www.laptop.org


Det här examensarbetet handlar om att driva ett datafritis för barn ca 8-10 år under två månader. Syftet är att undersöka kreativa arbetssätt och nya typer av visuella programmeringsverktyg. Utveckla och testa verktyg tillsammans med barnen.

Cross Culture Chat Tools

Design and implement a chat tool that somehow can translate on-the-fly between different languages. An iconic picture language could be used or a mixed tectual and iconic language.

Visuell programmering med barn

Projektet går ut på att tillsammans med barn hitta på nya sätt att programmera som är enkla och passar barn. Projektet kan innehålla varierande grad av programutveckling. Man kan arbeta i huvudsak med lofi-prototyper, men den som är intresserad kan också utveckla en prototyp i Squeak eller Python. Resultatet av projektet är dokumentation och arbetsmaterial som beskriver de idéer som har diskuterats med barnen, och resultat från utvärdering av dessa. Själva examensarbetet kan skrivas på svenska eller engelska. Eventuell programvara som utvecklas släpps som open source.

Artificiella varelser för barn (Artificial creatures)

Projektet går ut på att designa och implementera en eller flera AI-varelser for barn. I projektet ingår att studera AI och artificial life, och att tillsammans med en grupp barn testa de varelser som implementeras. Syftet med varleserna kan vara underhållning, lärande, coaching eller någon annan funktion för nytta eller nöje.

Interactive Jewellery

Small display surfaces are very common, e.g. in mobile phones. Interactive displays could be integrated into wrist watches, clothing, and pieces of jewellery, for example a necklace. Such gadets could communicate with surrounding systems using wireless networks. The purpose of this highly experimental project is to explore uses and applications of interactive jewellery and related gadets, look into technological aspects, and so on. The project can focus on hardware, software, and/or social aspects.

Tweak and Croquet

Tweak is n innovative a UI-toolkit based on Squeak. It is meant to be the successor of the successful Morphic toolkit. Croquet is a shared-world 3D toolkit that has some relation to Tweak. The goal of the project is to explore these new exciting frameworks and use them to create applications. tweak.impara.de, www.opencroquet.org.

Magiska ord

Det här projektet handlar om att testa ett nytt kreativt verktyg för barn, där barn kan skapa egna datorspel genom att lägga ord på figurer och på det sättet ge dem beteenden. www.ida.liu.se/~mikki/comics.

Interactive Fiction

Has interactive fiction failed? Do people play adventure games? Is the concept of a story and interactivity impossible to marry? This project is for you who is interested in interactive storytelling. You are encouraged to create your on interactive fiction as part of the project.

Advanced Collision Detection

Collision detection is essential to games. The topic of this project is to survey the state of the art in collision detection, and develop and test algorithms focused on games and simulations containing a very large number of objects.

Physical Modelling of Soft Materials and Tools for Children

The purpose of this project is to study physical modelling and visualisation of soft materials and fluids, such as cloth, water, rain, sand, clay, etc. A practical application is an editor for clay-based modelling for kids.

Authoring tools for multimedia and UIs

The focus of this project is high-level authoring tools for developing interactive graphical user interfaces. The problem with existing tools is that programming is cumbersome. A solution could be to use visual programming techniques.

For the following projects:
Contact Stefan Holmlid, steho at ida.liu.se

Usability in IT-strategies

In businesses today most of the time there is an IT-strategy as an important steering document for IT-development. The connection between such a strategy and a business strategy is not always crystal clear. Taken together we believe that they express a lot about the use qualities that is needed from design of new systems. It is your task to analyze such strategies to find direct and indirect existence of demands for use quality.

Procurement training

For a long time the focus of system development and process training have been the project execution phases and the requirements phases. Recently there has been an increased interest in system procurement. Your task will be to review the training programs offered on procurement and to review the historical development of those programs.

Movement in Interaction design

In interfaces today there is quite a lot of movement going on, most often invoked by the user. In cases where it is not, the movement is confined within an area or directed towards a target. With the advent of tickers and banners in web-based solutions new kinds of movement has been introduced. There are several areas of interest regarding this kind of interaction design. What are the cognitive possibilities using non-user invoked movement?

Layers and transparency in Interaction design

Layers and transparency has been explored a bit within the interaction design field, but it deserves a wider treatment. What are the cognitive possibilities using layers combined with transparency? How can it be used together with movement to present categories or large quantities of data? Does layers and transparency disturb user interaction, or is it more feasible on smaller screens? What kinds of experiences does it create or support; feelings of being on-line, or a feeling of presence?

Animation and deformation algorithm

Raw material: a small set of pictures (3-5 portraits of the same person), which together form an animation sequence. The pictures will be possible to deform (ā la PowerGoo). Development work: choosing and utilizing an animation standard and developing the animations and the syntactic and semantic coupling between key frames. Might involve utilizing advanced features of an MPEG standard. Restrictions: The deformation invoked in a specific place in the animation sequence should be transported to the next step in the sequence. Over time the deformation should retract the same way it was inflicted. When? During spring 2004, finished at the latest in October.

Specific interaction techniques in Interaction design

There are always small interaction techniques that need to be explored, either for their good designs, their cognitive possibilities, their effect on software architecture or for the actual need of them. Two of these are; Title bar interaction for effective use of screen estate, Saving and Reviewing interaction history for learning.

Comparing design disciplines

Different design disciplines seem to have similar methods, but differ in substantial ways. The goal is to find at least three disciplines, including interaction design, and compare them with respect to the material for design, the processes, organisation, the usage and evolution in use of the designed objects.

Comparing design cultures

Different cultures foster different ideals and values for design and organisation of work. It is a well known fact that Danish architects find it hard to work in Swedish building projects, primarily because they do not have influence over the construction of the building. In Denmark, on the other hand, they would be a part of a project management team. Such differences exist on several cultural levels, from organisation, over disciplines to countries. Comparing different cultures to find out what works well and what works less well is of interest, to enable multicultural projects

Interpretative agents framework

Design and programming of autonomous agents that adapt their behaviour to other's behaviour, but are limited in their understanding of the actions of other agents by their own pre-conditions. The agents considered are musical agents, performing a piece of music based on harmonical principles, acting as interpretative framework. With three or more agents with different musical policies listening to each other, they will be trying to perform music together according to their own policies of good music. The subject contains agent programming, modelling and model expansion, (simulated) sensor and actuator models.

Interactive construction of semantic net

Design and programming of an environment for the interactive construction of a semantic network between objects. Through a specific method of interaction with the user the network will be constructed through statements of differences and similarities. An inference engine utilizing the semantic net constructs new questions regarding the relationships between the objects; trying to prove and disprove statements earlier made.

Patterns for Interaction design

The role of patterns in systems development has largely been directed at shaping the product, or the process. In that sense patterns have become one of the many quality systems commodities. Another way of looking at patterns is to view them as decisions support, in the same sense as Design Rationale. With this view, and a view of the individual system developers as creative problem-solvers, patterns also might be viewed mainly as shaping the developer, rather than the product. They define the design space and confine the problem solving to a narrower arena of design action. Explore this interpretation of patterns! Or, trace the critique of Alexander's original conception of design patterns, and formulate a new vision for design patterns based on this.

Usable systems strategies

Within this area there are several interesting aspects, from systems development, systems purchaser, organisation, method, change strategy as well as market perspectives. Specific projects can be formulated on an individual basis.

Usability bibliometrics

Actually what I am looking for is someone who would like to perform a bibliometric kind of study over the HCI area or parts of it. The goal would be to flesh out the underlying structures and maybe trace some of the epistemological differences between communities of research within the HCI field. Exactly which bibliographic methods that should be used would be determined by the underlying material and the goals.

P2P speech interaction

Develop a P2P speech service, between a cell-phone and a computer. The base service should be possible to be a telephone service. But the applications in this case are a structured voice-mail service, and a structured voice-memo service.

For the following projects:
Contact Jonas Lundberg, jonlu at ida.liu.se

Verktyg för deltagande design med scenariobyggande

I scenariobyggande för deltagande design är det vanligt att använda spel-liknande metoder med kort och "spelplan". Din uppgift är att utforma ett datorbaserat stöd för scenariobyggande. Den tänkta plattformen för systemet är en stor liggande pekskärm, samt trådlösa tangentbord. (Du kan utveckla det på en vanlig dator).

Zoom-grännssnitt för Websajter, med asynkrona javaskript

Med asynkrona javascript (AJAX) kan man göra webbapplikationer så som Gmail och Google maps. Din uppgift är att göra ett användargränssnitt, baserat på AJAX, för att zooma och förflytta sig över en datamängd. Den datamängden kan vara innehållet i en onlinetidning, till exempel. Designexempel: Om man rör sig snabbt över tidningen, får man se rubriker, medan en långsam rörelse ger artikeltexten. Din uppgift är att utforma ett sådant gränssnitt.

Page responsible: Stefan Holmlid
Last updated: 2010-05-10