TDDD58 12 hp /Interaction design project
Welcome to learn more about methods for user research, design and prototyping of interactive productions.
You are assumed to have taken an introduction to marketing, visual communication, and graphic design before this course. In this course, we deal with the methods used in a human-centered design process and look at how interactive productions are experienced by users and customers. That is whom we are going to create business and pleasure for. The best proven way of getting there is user research with interviews and observations that provide a good basis for a creative design work and an iterative prototyping. It is these methods that this course is about.
The examination takes place in four group assignments. Each assignment has an individual part.
Observe! The first lecture is given in English, but the rest are in Swedish. We will, however, book meetings with our English speaking students to meet one hour before or after each lecture to go through the contents of the lecture. This means that English speaking students who wish to train their Swedish can go to the lecture in Swedish and also get a shorter English version of it in a small group session.
The design work is done in groups of approx. 5 students. In the design process you work your way through four exam parts consisting of research, concept ideation, revisions of ideas in sketching and paper prototype tested with users, and finally detailing of solutions in a computer prototype that also is tested with users.
The group work is closely linked to the lectures and the course literature. The lectures will introduce and deepen topics described in the literature.
Workflow for each assignment:
a) individual work to read up on the literature and the assignment;
b) the group meets and goes through the assignment and plans the work;
c) individual work (reported individually in writing);
d) the group meets and develops the group deliverables;
e) the written and oral group presentation and hand in written individual parts.
There is time in the time table marked as group work (grupparbete) (without teacher and without a lecture hall) for the groups to use as they please. Each part of the project is concluded with sketch boards (the last assignment includes also a written report) and they are orally presented in a critique session with compulsory attendance (see Chapter 6.4-6.5 in Greenberg et al for a description of how critique sessions work).
In our design studios ("lektion" in the time table) takes place in a combined supervision and reporting by groups that sit down and work on their assignments while the teacher walks around and gives feedback. Some joint exercises are also conducted.
Course Evaluation from Last Year
The course builds on the good course evaluation results from last year's course, but the literature has after thecourse evaluation been changed to one that fits the content better. The course also contains fewer reports and more focus on the individual's contribution.
Greenberg et al. (2011), Saffer (2009) and Tullis and Albert (2008), commissioned by Bokakademin, but can also be ordered online.
- Andrzejewski, A. (2008). Quick and Easy Flash Prototypes: Bring Your Wireframes to Life. Boxes and Arrows, 2008/06/01. http://www.boxesandarrows.com/view/quick-and-easy-flash (accessed 2011-12-21).
- Arvola, M. (2007). A Use-qualities approach: Judgements in interactive media design. In Hernwall, P. (Ed.), The virtual: designing digital experience : a conference 2006, pp. 102-118. Handen, Sweden: School of Communication, Technology and Design, Södertörn University. http://www.ida.liu.se/~matar/arvola-virtual06.pdf (accessed 2013-08-12).
- Arvola, M. (2013). The Mediated Action Sheets: A Framework for the Fuzzy Front-End of Interaction and Service Design. InÂ Crafting the Future: The 10th International European Academy of Design Conference. Gothenburg, Sweden, April 17 - 19, 2013. http://www.ida.liu.se/~matar/ead_2013_arvola.pdf (accessed 2013-08-12).
- Greenberg, S., Carpendale, S., Marquardt, N., & Buxton, B. (2011). Sketching User Experiences: The workbook. Morgan Kaufmann.
- Holtzblatt, K., & Beyer, H. R. (2013). Contextual Design. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus, Denmark: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/contextual_design.html (accessed 2013-08-12).
- Kelly, M. (2007). Interactive Prototypes with PowerPoint. Boxes and Arrows, 2007/8/07. http://boxesandarrows.com/interactive-prototypes-with-powerpoint/ (accessed 2013-08-13).
- Löwgren, J. (2013). Interaction Design - brief intro. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus, Denmark: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/interaction_design.html (accessed 2013-08-12).
- Nielsen, L. (2013). Personas. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus, Denmark: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/personas.html (accessed 2013-08-12).
- Novak, J. D., & A. J. Cañas. (2007). Theoretical origins of concept maps: How to construct them, and uses in education, Reflecting Education, 3 (1), 29-42.http://www.reflectingeducation.net/index.php/reflecting/article/view/41(accessed 2013-08-12).
- The Quality Portal. (2007) Pugh Analysis. http://thequalityportal.com/q_pugh.htm (accessed 2013-08-12).
- Ramsay, A., & Buley, L. (2008). Prototyping with XHTML: Leverage Code as a Design and Specification Platform. Boxes and Arrows, 2008/10/31. http://boxesandarrows.com/prototyping-with-xhtml/ (accessed 2011-12-21).
- Randall, D. & Rouncefield, M (2013). Ethnography. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus, Denmark: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/ethnography.html (accessed 2013-08-12).
- Saffer, D. (2009). Designing for Interaction: Creating Innovative Applications and Devices (2nd Edition). New Riders.
- Tullis, T., & Albert, W. (2008). Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Morgan Kaufmann.
- Usability.gov (2013). Usability Test Report Template. http://www.usability.gov/how-to-and-tools/resources/templates/usability-test-report-template.html (accessed 2013-08-12).
Communication with Teachers
Current information and news about the course is always published on the course website. You are required to keep an eye on news and changes that are published on the site. When you contact the teachers by email, always use the email address that you got through the university, and you also need to keep an eye on information from the teacher that may be mailed to your LiU account.
Be sure to always have informed consent from people who involved in your study or who appear in text or images in your student work. Make sure that they are aware of the aims and possible future use of their participation.
You own the copyright to material produced during your studies, but the university reserves the right to use the material produced during the course of informational, educational and research purposes, unless you explicitly say otherwise. This means that some projects may be included in the preparatory material for next year's students. Student work may also be used in contexts where the university in various ways is presented.
I will during the course collect some web resources here:
- Buick, P. (2011). The Messy Art Of UX Sketching. Smashing Magazine, December 13th, 2011. http://uxdesign.smashingmagazine.com/2011/12/13/messy-art-ux-sketching/ (nedladdad 2013-08-14).
- Curtis, G. (2002). Idea Log? Stanford University. http://hci.stanford.edu/courses/cs247/2011/readings/WhatsAnIdeaLog.pdf (nedladdad 2012-08-10).
- Hacker, W. (2012). Mobile Prototyping With Axure RP. Smashing Magazine, August 17th, 2012. http://mobile.smashingmagazine.com/2012/08/17/mobile-prototyping-axure-rp/ (nedladdad 2013-08-14).
- Spool, J. M. (2011). 5 Ways To Suck Value Away From Your Persona Projects. User Interface Engineering, September 21, 2011. http://www.uie.com/articles/persona_value_suck (nedladdad 2013-08-14).
- University of the Arts London. (2012). Guidelines on Sketchbooks. http://www.arts.ac.uk/cetl/visual-directions/sketchbooks.htm (nedladdad 2012-08-10).
Posters from the Course 2012
Page responsible: infomaster
Last updated: 2013-08-28