TDDD58 12 hp /Interaction design project
The course features a number of different kinds of timetabled in-class sessions. They are all described here so that you know what to expect from them. Some have mandatory participation and others do not:
- Critiques (mandatory participation)
- Seminars (mandatory participation)
- Poster and Demo Sessions (mandatory participation)
- Group Work Sessions
- Design Studios
Critique sessions end each assignment and are held with three project teams at the time. They will be in English if there are non-Swedish speaking students attending. They will otherwise be in Swedish.
Critique sessions are conducted around produced material (sketch boards and demonstrations), with a focus on firstly showing and then telling the other students about the work. It is important to give constructive critique on the others work. Every group has 10 minutes for presentation and 10 minutes for discussion.
At the critique session you should show and tell the others about your method (what you did how and why), results (what happened), and conclusions (what it means).
It is the job of the other students to offer constructive critique on both process and product. Product critique should focus on design decisions concerning the choice of form, media, interaction, and purpose of the design. Are there any ethical issues in relation to the design?
If you miss a critique session you you need to complete a supplementary task, which is to interview a couple of team members about what was discussed at the critique session and the lessons you can learn from it. Submit then a summary of 500-1000 words to the supervisor over email. That way you get to take part of some of what you missed in the critique session.
Observe that the seminar groups are not the same as the project groups. The seminars and accompanying individual readings are run and graded by the TA (teaching assistant). A seminar is 45 minutes.
You need to prepare for the seminars by reading and reviewing the literature. A written critical review works as an entry ticket to the seminar. Bring two copies of you critical review, one to hand in as you arrive and one for your own use during the seminar. See the instructions for deliverables for information on how to write the critical reviews.
Language for the seminars is Swedish to supports learning as best as possible. Non-Swedish speaking students will have a separate seminar in English.
If you miss a seminar or have not prepared a critical review you need to write a report (see Instructions for Deliverables). The report is written instead of the critical review. It should explicitly connect the literature to your experiences from the team project work. Deadlines for re-submissions apply.
Poster and Demo Session
The final session of the course is the public poster and demo session. You will put up your posters on the wall and demo your final computer prototype and get a chance to see what others have done. We will also have The Students' Interaction Design Award, which means that you will vote for you favorite project among the other projects to name a winner. The session is public so please, invite stakeholders in your project and other people whom may be interested.
Group Work Sessions
There is time in the time table marked as group work (Swe. grupparbete) (without teacher and without a lecture hall) for the groups to use as they please.
Semi-mandatory participation: Our design studios (lektion/teaching session in the timetable) 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. We expect all students to attend and work at the studios, and if someone repetedly is missing we will consider that an indication that something is wrong in the project team. The studios are however not strictly mandatory.
Lectures introduce or broaden the perspectives given through the individual readings. Smaller exercises connected to the project team work are also conducted at some lectures.
- Lecture 1. Introduction (chapter 1 in Arvola (2014))
- Lecture 2. Human-Computer Interaction: Now and Then (chapter 1 in Arvola (2014))
- Lecture 3. Qualitative Data Collection for Design (chapter 2 in Arvola (2014))
- Lecture 4. Qualitative Data Analysis for Design (chapter 2 in Arvola (2014))
Ideation of concepts:
- Lecture 5. Conceptual Design (chapter 3 in Arvola (2014))
Revisions of ideas:
- Lecture 6. User Interface Principles (chapter 4 in Arvola (2014))
- Lecture 7. Sketching and Exploration (chapter 4 in Arvola (2014)). Guest lecture by Martin Wiman, Chief of Design at Cambio Healthcare Systems, M.Sc. in Cognitive Science from LiU.
- Lecture 8. Paper Prototypes and Formative Usability Testing (chapter 4 in Arvola (2014)). Guest lecture by Tim Overkamp, Interaction Designer and Research Engineer at LiU, M.Sc. of Design for Interaction from Delft University of Technology.
Detailing of solutions:
- Lecture 9. Computer Prototypes (chapter 5 in Arvola (2014)). Guest lecture by Jonatan Wentzel, Interaction Designer at Usify, M.Sc. in Design from LiU.
- Lecture 10. Quantitative Usability Testing 1(chapter 4-5 in Arvola (2014) and Tullis & Albert, 2008). Guest lecture with Johan Åberg, Senior Lecturer and Entrepreneur at LiU, Briteback and PlanEatSmile.
- Lecture 11. Quantitative Usability Testing 2 (chapter 4-5 in Arvola (2014) and Tullis & Albert, 2008). Guest lecture with Johan Åberg, Senior Lecturer and Entrepreneur at LiU, Briteback and PlanEatSmile.
Page responsible: Mattias Arvola
Last updated: 2014-11-12