TDDD75 Effects-Driven Development and Human-Centred Design of Interactive Systems
Aim: You will in this course acquire knowledge about design and evaluation methods for human-centered and effects-driven development and procurement of interactive systems. After the course you will be able to:
- Utilize human-centered methods in the form of a design thinking toolkit to define values in use for an interactive system
- Identify and define measurable effect goals for an interactive system using impact mapping
- Conduct a user evaluation of an interactive system and argue for improvements to it based on the user evaluation in relation to its effect goals, using assumption testing, rapid prototyping, and customer co-creation in relation to impact mapping
Prerequisites: Knowledge in software engineering.
Organization: The course consists of a design project structured around a series of workshops. You will also read and do design work in the project groups between workshops.
There are three assignments. Assignment 1 and 2 form steps in a group work project, and they also contain non-mandatory individual parts that should be completed if you strive for grade 4 or 5. Both assignment 1 and 2 have presentation sessions with mandatory attendance. Assignment 3 is an individually performed review of the literature, and include mandatory attendance at the workshops.
The course literature is pertinent to the group project, which requires you to read it in relation to the different steps in the project in order to plan, carry out and successfully present the group project.
The group project performed in Assignment 1 and 2 is a miniature version of an effects-driven design project. The purpose of the project is to highlight the ideas, benefits and problems related to human-centered approaches to the design and development of interactive systems.
Examination: Active participation in the group work will award you grade 3 on Assignment 1 and 2 . For higher grades (4 or 5) you need to also hand in individually performed assignments at the end of the course (see the descriptions of Assignment 1 and 2).
Preparations for and attendance at workshops will award you grade 3 on Assignment 3. For higher grades you also need to hand in an analysis of the literature, see the description of Assignment 3.
The final individual grading is calculated as the mean of the grades for the three different assignments. The round-to-nearest with round half up rule is applied (for example, 3.5 is rounded up to 4).
You can find more detailed information on examination and assignments in the navigation menu.
Slides:Slides from the first lecture can be found here.
Slides from WS 2 can be found here
Slides from WS 3 can be found here
Slides from WS 4 can be found here
Mandatory Course Literature: The following course literature form the foundation for the workshops. You will need to read them and summarize their main points. If you sit at home you access all electronically available articles available through the databases (eg. ACM and Emerald) at the Linköping University Library. If you use the university computers or the university WiFi you can just click the link to the articles. Some of the articles are openly accessible. You need buy Adzic (2012) and Liedtka & Ogilvie (2011).
- Adzic, G. (2012). Impact Mapping: Making a Big Impact with Software Products and Projects.Woking: Provoking Thoughts Limited.
- Arvola, M., & Holmlid, S. (2015). User Experience Qualities and the Use-Quality Prism. In NordiCHI 2014 Workshop - The Fuzzy Front End of Experience Design. Helsinki, Finland, October 26, 2014. VTT Technology. https://www.ida.liu.se/~matar63/fuzzy-UXQ-final.pdf (accessed 2018-12-17).
- Bertini, P., & Plumley, E. (2014). Co-creation: Designing with the user, for the user. UX Booth. https://www.uxbooth.com/articles/co-creation-designing-with-the-user-for-the-user/ (accessed 2018-12-17).
- Justinmind (n.d.). Lean UX: How to get started. UX Planet. https://uxplanet.org/lean-ux-how-to-get-started-bb3771697e2 (accessed 2018-12-17).
- Liedtka, J., & Ogilvie, T. (2011). Designing for Growth: A Design Thinking Tool Kit for Managers. New York: Columbia University Press.
- Nessler, D. (2016). A guide to paper prototyping & testing for web interfaces. DXD Digital Experience Design. https://medium.com/digital-experience-design/a-guide-to-paper-prototyping-testing-for-web-interfaces-49e542ba765f (accessed 2018-12-17).
- Mansfield, D. (2018). 15 creative exercises that are better than brainstorming. HubSpot. https://blog.hubspot.com/marketing/creative-exercises-better-than-brainstorming (accessed 2018-12-17).
- Overkamp, T., Blomkvist, J., Rodrigues, V., Arvola, M., & Holmlid, S. (2018). Resource integration as a perspective on value in interaction design. In British HCI 2018. BCS Learning and Development Ltd. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149602 (accessed 2018-12-17).
- Turner, C. W. (2011). A Strategic Approach to Metrics for User Experience Designers. J. Usability Studies, 6 (2), Article 6, 8 pages. http://uxpajournal.org/a-strategic-approach-to-metrics-for-user-experience-designers/ (accessed 2018-12-17).
- Vidal, Quinteiro, G. (2018). How to create a customer journey map (step by step). Aerolab. https://aerolab.co/blog/customer-journey-map (accessed 2018-12-17).
Optional Course Literature: The following research articles can be used in Assignment 3 if you strive for higher grades, but they are not mandatory reading for the workshops.
- Bettencourt, L. A., Lusch, L. F., & Vargo, S. L. (2014). A Service Lens on Value Creation: Marketing's Role in Achieving strategic advantage. California Management Review, 57(1), 44-66. http://www.sdlogic.net/uploads/2/7/3/5/2735531/cmr5701_03_bettencourt.pdf (accessed 2015-12-13).
- Giacomin, J. (2015). What Is Human Centred Design?. The Design Journal, 17(4), 606-623. https://doi.org/10.2752/175630614X14056185480186 (accessed 2018-12-14).
- Hertzum, M., & Simonsen, J. (2011). Effects-driven IT development: Specifying, realizing, and assessing usage effect. Scandinavian Journal of Information Systems, 23 (1). http://iris.cs.aau.dk/tl_files/volumes/volume23/no1/Hertzum-23-1.pdf (accessed 2015-01-02).
- Kimbell, L. (2012). Rethinking Design Thinking: Part II. Design and Culture, 4(2), 129-148. https://doi.org/10.2752/175470812X13281948975413 (accessed 2018-12-14).
- Leavy, B. (2010). Design Thinking - a new mental model of value innovation. Strategy & Leadership, 38 (3), 5-14. http://www.emeraldinsight.com/doi/full/10.1108/10878571011042050 (accessed 2015-01-02).
- Markensten, E., & Artman, H. (2009). Bridging the gap: Redifining early in user-centered design. In H. Artman, S. Holmlid, A. Lantz, S. Lindquist, A. Swartling, and U. Dovhammar, (eds.), Acquisition of usable IT: Acquisition projects to reflect on. Technical Report, HCI-66, Royal Institute of Technology, pp. 50-70. ftp://ftp.nada.kth.se/IPLab/TechReports/HCI-66.pdf (accessed 2015-01-02)
Lecture and WorkshopsThere will be a course introduction lecture and then a series of workshop during the course where the teacher first will introduce, and the project groups then will work on the assignments. will introduce, broaden the scope and provide examples related to the things you read in the course literature and the things you do in the assignments. Slides from introductions will be uploaded to the Lisam course room (Course documents).
You can find more detailed information on the timetable in the navigation menu.
Course Communication, Ethics and Copyright
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. There is a Lisam course room for the course, but it has not yet been decided if and how it will be used during the course.
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.
Copyright: 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.
Page responsible: Johan Blomkvist
Last updated: 2020-02-18