TDDC63 Interactive Form
Examination
The student is obligated to have back-up on submitted course work until grade has been given. All written examination shall be submitted via Urkund for control of possible plagiarism. You do this by mailing the course work to matar63.liu (at) analys.urkund.se.
Written examinations should be well written (no fragmented bullet lists). The report should have a frontpage, an introduction, a problem formulation, describe the method in detail, the results that came out of performing the method, and a discussion of what the results mean and what you can learn from them. Inspiration for how a design process can be documented can also be found in The Glass Wall-report from the 2002 redesign of the BBC web site. A standarised way of referencing and citing should be used.
Interactive Form, 4 hp (U, G), UPG4 in LADOK
The three parts of the interactive form assignment is conducted in groups and is examined orally and in written reports at the examination sessions (see the timetable). These examination sessions are mandatory. If you miss an exaination session you need to interview two other participants about what was said at the examination and what they learned from it. You then send your notes from the interview to the examiner.
Interactive Form 1
Choose an information kiosk, vending machine or similar automat to analyse. Describe its form, content, and purpose (base your analysis on the handout from the first lecture), and do a heuristic evaluation (Lewis & Reiman, 1993, Ch. 4). Oral and written examination.
For the grade Pass: The documentation shall report for how qualities, heuristics and concepts from the course literature has been used in the analysis. The report should be about 3 pages, images excluded. It is handed in, in paper, at the examination session for this assignment.
Interactive Form 2
Choose an online map service to analyse. Describe the experienced qualities based on Arvola (2010) and the text in Swedish that will be handed out (if you can understand Swedish). Also conduct a cognitive walkthrough (Lewis & Reiman, 1993, Ch. 4). Oral and written examination.
For the grade Pass: The documentation shall report for how qualities, principles and concepts from the course literature has been used in the analysis. The report should be about 3 pages, images excluded. It is handed in, in paper, at the examination session for this assignment.
Interactive Form 3
Choose a web site or application that you find messy and badly designed, and apply two techniques for each group member from Mullet and Sano (1995) to show how the techniques can be used to improve the visual communication of the user interace. Develop one image before every technique and one after so that you can compare and see the difference. Oral and written examination.
For the grade Pass: The documentation shall report for how techniques from the course literature has been used in the analysis. The report should be about 3 pages, images excluded. It is handed in, in paper, at the examination session for this assignment.
Designwork, 2 hp (U, 3, 4, 5), UPG5 in LADOK
The design work is conducted individually and examined with an annotated sketch book. See the instructions below for how to work with sketch books. Describe also how you have reasoned when you made your design choices (about 3 pages of text), and especially what design patterns you have considered, and motivate your choices. Make explicit references to the course literature. A standarised way of referencing and citing should be used.
Choose either the pre-defined assignments or the alternative Own Assignment. The sketchbook is preferrably handed in as a scanned PDF, but you can also hand it in physically. Contact the examiner for instructions if you want to hand it in physically.
1. The National Parks of Sweden
Develop design suggestions for an innovative interactive online service that will give rich information about the 28 national parks in Sweden and their values. The service shall be an entertaining source for inspiration to go out and discover more. It can therefore be appropriate to include practical information (travel, timetables, accomodation, costs etc.) Start with information material and data available via swedishepa.se.
3. Gambling Awareness and Control
Background: Svenska Spel needs a good way of offereing casino and Vegas gamblers to keep an awareness and control over their gambling.
Brief: Fill the concepts of "appropriate gambling" and/or "gambling awareness and control" with relevant content, both for normal customers and customers in the risk zone.
Purpose: To first and foremost give the Vegas and casino customers a possiblity to keep track of, and get an awareness of, and control their gambling, probably using a mobile or web application, but other solutions are welcomed.
Objective: Increased number of gamblers in the normal group and the risk group who experience a support and higher awareness and control over their gambling, and would recommend others to use the app (or other solution).
Things to keep in mind: An app called Spelkoll exists today, but it lacks value for the intended user groups. To succeed in creating something meaningful you need to identify something that creates added value for the users, that makes it relevant/interesting/fun to use the app/solution. For this project we are interested in what can be done without integrating to other products of Svenska Spel. There is extensive knowledge about risks of gambling and specific measures for determining risk behaviour and gambling addiction. Read more at for example wikipedia and playscan.com.
Existing channels: Svenska Spel uses today playscan's product to offer awareness and control at svenskapel.se and that is currently the only channel where they offer this service. They will probably in the future integrate this product in more channels.
Contact person at the client: Fredrik Ampler, User Experience manager, fredrik.ampler at svenskaspel.se
3. Own Assignment
You can as an alternative, form your own design assignment after discussion with the teacher. When specifying your own assignment you need to put down what that shall be designed, what kind of product or service it is, in what context it shall be used, what its overarching purpose is, and a few initial criteria for how it should be.
Litterature and Focus
Use the design patterns in Tidwell (2010) and other pattern collections specified under Online resources in the Course Information, and consider especially:
- What users do (ch 1)
- Information architecture (ch 2)
- Navigation (ch 3)
- Page layout (ch 4)
- Lists (ch 5)
- Actions (ch 6)
- Information presentation (ch 7)
- Input (ch 8)
- Social media (ch 9)
- Mobility (ch 10)
Budget your time to five working days including documentation.
Sketchbook
A sketchbook is always good to keep for a designer in any project. It is ordered sequentially and is a visual documentation of insights and ideas (Curtis, 2002; University of the Arts London, 2007). Constantly getting your ideas out of your head and down on paper allows you to offload your working memory and also make use of you insights by continous reflection.
Visual representation is fundamental to all design, but a sketchbook is not about pretty drawings. Functional sketching is about getting ideas down on paper in order to not loose them and to explore alternatives. The quality of a sketchbook is about the amount of sketches. A larger design project gives rise to hundreds of sketches.
Skissboken är en fysisk bok som du kan ta med dig överallt och som du kan klistra in saker i. Du vet aldrig var inspiration kommer från och när, men när den dyker upp måste du kunna få ned det på papper så att du inte tappar bort det. Anteckningarna i skissboken ska visa hur dina designidéer växer fram. Använd frågetecken för att annotera designproblem som du skissar fram flera möjliga lösningar på (markeras med alt 1, alt 2, osv) vilka du värderar med plusminuslistor. De ger sedan grunden för beslut, vilka markeras med utropstecken. För att annotera skissboken använder du alltså fem symboler:
The sketchbook is a physical book that you can carry with you everywhere and also paste things into. You never know where inspiration comes from and when, but when it does come to you, you need to be able to get it down on paper not to loose it. The notes in the sketchbook should show how your design ideas take form and evolve. Use question marks to annotate design problems that you sketch possible solutions on (marked using alt 1, alt 2, etc.) which you evaluate using plus-minus lists. They give you a basis for descisions, which are marked with an exclamation mark. Accordingly, to annotate your sketchbook you need five symbols: ? alt + - !
Hanna Johansson has been kind enough to contribute with an exemple of a really good sketch book.
References about sketch books:
Curtis, G. (2002). Idea Log? Stanford University. http://hci.stanford.edu/courses/cs247/2011/readings/WhatsAnIdeaLog.pdf (downloaded 2012-08-10).
University of the Arts London. (2012). Guidelines on Sketchbooks. http://www.arts.ac.uk/cetl/visual-directions/sketchbooks.htm (downloaded 2012-08-10).
Grading Criteria
For the grade 3, the documentation of the design work shall:
- give an account of design patterns used in the work (with clear references toi the course literature).
- give an account of the design choices made and why they were made in a thought-through argument.
For the grade 4, the documentation of the design work shall, beyond criteria for grade 3, be handed in on time and:
- explore design alternatives extensively in sketches.
- evaluate designalternatives using plus-minus lists.
- explicitly highlight design decisions made based on an evaluation of the alternatives.
For the grade 5, the documentation of the design work shall, beyond criteria for grade 3 and 4, be handed in on time and:
- apply chosen design patterns to give form to interactive communicaiton with originality.
Course Grades
The total course grade is completely based on Design Work. Pass is also required on the Interactive Form assignments for course grade to be registered.
Deadlines
There is a deadline in the timetable for supplelmentary examination if you should miss a deadline. A missed deadline on the design work means that you cannot get grade 4 or 5. If you still has not passed the examination there is also a roundup deadline. If you should miss also that deadline, you will have to do the examination assignments for the course next year.
Page responsible: Mattias Arvola
Last updated: 2012-10-17
