TDDD58 12 hp /Interaction design project
- Course Evaluation from Last Year
- Course Literature
- Communication with Teachers
- Research and Design Ethics
- Further Resources
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, 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 assignments with both group parts and individual parts.
Observe! Lectures are given in English, but the seminars for individual readings are in Swedish. Students who don't speak Swedish will have separate seminars that are booked with the seminar leader Lisa Malmberg. Exchange students will be spread out in the project groups to facilitate peer-learning.
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, ideation of concepts, 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 and some excercises are also conducted.
Workflow for each assignment:
a) individual work to read up on the literature, prepare for the seminar and prepare for the design work;
b) the group meets and goes through the assignment and plans the work;
c) individual design work;
d) the group meets and develops the group deliverables;
e) the seminar is conducted and hand in of Individual Readings for the seminar;
f) the written and oral group presentation and hand in of both Individual Design Work and Team Project Work.
Course Evaluation from Last Year
Last year there were five glitches highlighted in the course evaluation that now have been taken care of:
- Last year students felt that they didn't get cridit for the team project work. This year each of the four assignments are now graded on Team Project Work (55%) , Individual Readings (25%) and Individual Design Work (20%). See the examination page for more details.
- Last year the students felt that the information on what was expected of them in each assignment was unclear. This year information about what should be done in the different assignments has been clarified.
- Last year the grading criteria for individual reports were unclear and they took too much time. This year individual reports have been removed from the course and seminars have been introduced instead to examine Individual Readings.
- Last year strudents could hear one thing from one teacher and another thing from another teacher. This year the division of labour between the lecturers has been changed to minimize the risk of different instructions from different lecturers.
- Last year external clients were used in the course which made every team project work very different, which made it difficult to maintain focus on the learning objectives of the course. This year no external clients are used.
Students who can read Swedish have the following book as mandatory course literature:
- Arvola, M. (in press). Interaktionsdesign och UX. Lund: Studentlitteratur. (In Swedish.)
Students who cannot read Swedish have the following literature as mandatory course literature:
- Saffer, D. (2009). Designing for Interaction: Creating Innovative Applications and Devices (2nd Edition). New Riders.
- Decision Making Confidence (2013). How to Use the Pugh Matrix. http://www.decision-making-confidence.com/pugh-matrix.html (accessed 2014-06-05)
- Krug, S. (2014). Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability. New Riders.
Non-mandatory suggested readings:
- Blandford, A. (2013): Semi-structured Qualitative Studies. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/semi-structured_qualitative_studies.html (accessed 2014-06-05).
- 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: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/contextual_design.html (accessed 2013-08-12).
- Löwgren, J. (2013). Interaction Design - brief intro. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus: 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: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/personas.html (accessed 2013-08-12).
- Randall, D. & Rouncefield, M (2013). Ethnography. In M. Soegaard, and R. F. Dam (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus: The Interaction Design Foundation. http://www.interaction-design.org/encyclopedia/ethnography.html (accessed 2013-08-12).
- Tullis, T., & Albert, W. (2008). Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Waltham, MA: Morgan Kaufmann, Elsevier. (This book is electronically available through the university library.)
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.
Research and Design Ethics
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. Anonymize them if possible. Make sure that they are aware of the aims and possible future use of their participation. See the HSFR guidelines for research ethics (in Swedish) or the Guidelines for Research Ethics in the Social Sciences, Law and Humanities from the National Committees for Research Ethics in Norway (in English). See the AIGA Standards of Professional Practice for guidelines for professional ethics in design.
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.
- 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 (accessed 2013-08-14).
- 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/ (accessed 2013-08-14).
- Curtis, G. (2002). Idea Log? Stanford University. http://hci.stanford.edu/courses/cs247/2011/readings/WhatsAnIdeaLog.pdf (accessed 2012-08-10).
- Greenberg, S. (2014). Your Sketchbook. http://saul.cpsc.ucalgary.ca/pmwiki.php/Teaching/581Sketchbook (accessed 2014-01-25).
- University of the Arts London. (2012). Guidelines on Sketchbooks. http://www.arts.ac.uk/cetl/visual-directions/sketchbooks.htm (accessed 2012-08-10).
- 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).
- Hacker, W. (2012). Mobile Prototyping With Axure RP. Smashing Magazine, August 17th, 2012. http://mobile.smashingmagazine.com/2012/08/17/mobile-prototyping-axure-rp/ (accessed 2013-08-14).
- Kelly, M. (2007). Interactive Prototypes with PowerPoint. Boxes and Arrows, 2007/8/07. http://boxesandarrows.com/interactive-prototypes-with-powerpoint/ (accessed 2013-08-13).
- Padmanabhan, P. (2011). Simulating Swiping in an iPad Prototype Built Using @AxureRP. Journal on Product Design and Development, November 9, 2011. http://productdesignjournal.blogspot.se/2011/11/drag-and-drop-panels-in-ipad-prototype.html (accessed 2014-06-05)
- 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).
- Schwartzman, E. (2013). Designer's Toolkit: Road Testing Prototype Tools. Cooper Journal, July 29, 2013. http://www.cooper.com/journal/2013/07/designers-toolkit-proto-testing-for-prototypes (accessed 2014-06-05)
Some tools used by students earlier years: