2016年12月4日 星期日

week 13. annotated portfolios case studies

1. what are the annotations of these music players?




skube


spotify box





BERG Olinda Project

Geist radio


Discuss and sketch a new radio.
Ref: radio design in Pinterest
2. 






What are the possible annotations for Wake-up light?

X



What are the possible annotations for Scentonight?

What are the possible annotations for Fonckel?

What are the possible annotations for Twins?



What are the possible annotations for Goodnight Lamp?

Draw a new sketch based on these annotated portfolios



Final project annotated portfolios presentation:
Each group present at least 5 relevant artifacts and their annotations
Deadline: 12/12, 2016

2016年11月27日 星期日

week 12. framing design

1. work in progress report
   check: themes, and strong concepts

   example : interaction Tarot

2. Framing design

Framing design in the Third Paradigm

Reference:
The Three Paradigms of HCI

2016年11月20日 星期日

week 11. strong concepts

1. work-in-progress report of cultural probes

2. Strong concepts

1. Jonas Löwgren. 2013. Annotated portfolios and other forms of intermediate-level knowledge.interactions 20, 1 (January 2013), 30-34.

2. Kristina Höök and Jonas Löwgren. 2012. Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput.-Hum. Interact. 19, 3, Article 23 (October 2012), 18 pages.

(pp. 23:11- 23:13)
4 constructs:
1. contextual grounding
2. horizontal grounding
3. vertical grounding
4. reflection, articulation, and abstraction

Guidelines for Design Process:
1. Interpret your data with rich interpretation, inspiration, imagination, and discourse.
2. Specify several "themes" related to the above interpretation.
3. Build "strong concepts" (in terms of 4 constructs) to meet these themes
4. Give form to these strong concepts, such as mood boards, and cards.
5. Discuss possible expressions (如何用 expression 開展設計) for your design based on these strong concepts

2016年11月6日 星期日

week 9. probology

1. students present "X-probes" in
 "How HCI Interprets the Probes":

2. X-Probes:
(1) identify probes
(2) urban probes
(3) domestic probes
(4) value probes
(5) empathy probes
(6) mobile probes
(7) digital cultural probes
(8) cognitive probes
(9) technology probes

3. original probes features v.s. x-probes

epistemology-> methodology -> methods
epistemology->probology->probes

Interpreting the Probes for final project, each team:
1. write down your own probology rules (or beliefs)
2. redesign your probes with various media and methods, according to your probology
3. collect probing data
4. interpret the data, seek the meanings, and perhaps the underlying intentionality behind phenomena.

Deadlines: Nov. 21, 2016.

2016年10月30日 星期日

week 8. probes in HCI

1. student present "Calm Technology" exercise
2. discussion on "Underlying tensions in HCI" of "How HCI Interprets the Probes"

2016年10月23日 星期日

week 6. design probes

1. students report possible topics and interests of ACM SDC 
    what is the possible field to study?
   How can your IT abilities contribute to the field? 

Observation and Ideation (Smart Things)

Reference papers:
1. Design: Cultural Probes
2. Making Design Probes Work

Reference:
1. Hilary Hutchinson, Wendy Mackay, Bo Westerlund, Benjamin B. Bederson, Allison Druin, Catherine Plaisant, Michel Beaudouin-Lafon, Stéphane Conversy, Helen Evans, Heiko Hansen, Nicolas Roussel, and Björn Eiderbäck. 2003. Technology probes: inspiring design for and with families. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI '03). ACM, New York, NY, USA, 17-24.

2. Kirsten Boehner, Janet Vertesi, Phoebe Sengers, and Paul Dourish. 2007. How HCI interprets the probes. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '07). ACM, New York, NY, USA, 1077-1086.
(student present 2-week later)

(Nov. 7, 2016, present)
 Probology: 
(1) identity probes
(2) urban probes
(3) domestic probes
(4) value probes
(5) empathy probes
(6) mobile probes
(7) digital cultural probes
(8) cognitive probes
(9) technology probes

3. Eric Paulos and Chris Beckmann. 2006. Sashay: designing for wonderment. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '06), Rebecca Grinter, Thomas Rodden, Paul Aoki, Ed Cutrell, Robin Jeffries, and Gary Olson (Eds.). ACM, New York, NY, USA, 881-884.


How to conduct "object-oriented ethnography"? Ref: An Internet of Social Things

2016年10月16日 星期日

week 6. cultural probes

1. student report of broken IT probes (continued)
2. student report of "living with data"

cultural probes: discussion

situationist:
http://deriveapp.com/s/v2/

introducing calm technology:

http://calmtechnology.com/presentations/esriuc-2014-designing-calm-technology.html


Reference:
http://calmtechnology.com/papers/


Exercises for Calm Technology design: (Deadline Oct. 31. 2016)
1. Take an exercise in http://www.calmtech.com/exercises/
2. Design with your own intuition
3. Design cultural probes to get deeper insights
4. discuss your design in 2. and probe results in 3.

2016年10月2日 星期日

week 4. observation methods

1.  ACM SDC issue discussion
2. student presentation on "broken IT probes"


參考:  Steffen Hartwig, On the Secret Life of Things
http://www.creativeapplications.net/objects/on-the-secret-life-of-things-familiar-objects-new-behaviours/
3. Introducing Observation Methods

Questions:
1. What is Observation in Design Process?
2. What observation methods are there?
3. What is the method of Cultural Probes?
4. How to design Cultural Probes ?
5. How to collect/analyse/interpret data?


For ACM SDC, present your Design Probes (toolkit and data returned if possible) and your interpretation (or intention for possible return).
presentation date Oct. 24, 2016.



Observation and Ideation (Smart Things)

Reference papers:
1. Design: Cultural Probes
2. Making Design Probes Work

2016年9月25日 星期日

week 3. ubiquitous computing and calm technology

Ubiquitous Computing

Discussion on
Mark Weiser, Computer for the 21st Century
Mark Weiser, Designing Calm Technology

Questions:
1. How do we live with data?
2. How do we perceive (feel) the data we live with?
3. What is the form of data to live with?
4. How are the correlation of different data?

Conduct an activity to answer the above questions.
Presentation date: Oct. 17, 2016.

Case study:
Objects of Research

Reference:

connected body 
connected home product
Experiencing the Affective Diary
Reflecting on the design process of the Affective Diary

2016年9月18日 星期日

week 2. IOT presentation

Suggested Presentation & critique guidelines:

1. BPMRC
    Background (problem, idea, gap)
    Purpose (better future, intended future)
    Method (framing, approach, tool)
    Result (outcome, expected output)
    Conclusion

2. MEFF
    Material (idea, problem, issue)
    Expression (metaphor, scenarios, emotion)
    Function  (task, path, technology)
    Form (representation, affordance)


Activities:

1. Students Present 50 Connected Devices
 
50 Connected Devices - How Mobile and the Internet of Things Will Affect You from Crittercism

2. ACM student design competition Kick-off presentation
    What is the plan for design?
    How do you frame your problem?
    Which method do you want to use?
    What approach? Theory driven? Example based? Fictional paper abstract?
 
    Next presentation: Oct. 3, 2016

  2017 ACM student design competition
  Late-breaking work
  DIS 2017 (Designing Interactive System) Space, Place and Interface 
   DIS pictorial example

3. Discussion on Weiser's "The computer for 21st Century"

EX1: Broken IT probes (Oct. 3, 2016)
1. collect at least one "out-of-date" (old, worn) IT (information technology) product.\
2. speculate with the object's viewpoint
3. complete a secrete-life diary of the object

舊書修復:

https://www.youtube.com/watch?v=_yczMcAyZag

2016年9月11日 星期日

week 1. introduction


1. 學生為主體的學習 (報告、討論、帶領工作坊、參與競賽)
    Students as learning subjects (report, discussion, workshop holding, competition)
2. 自主學習設計方法、設計工具、設計流程。
    self learning design methods, design tools, design process
3. 自行蒐集設計資料、定義問題、製作設計工具。
    self collecting data, framing problems, making design tool
4. 自行訂定設計評估方法,使用者調查方法。
    self designing evaluation methods, user study methods

期末: (final)

 組隊投稿 ACM 學生設計競賽。
 Team up to participate ACM Student Design Competition

評分方式: (Grading)
1. 個人表現 60% + 團隊表現 40 %
    Personal performance 60% + Team performance 40 %
2. 評分項目: 課堂出席、參與討論﹐、互相評論、競賽作品完整度。
    Evaluation items: course participation, discussion, critique, completeness of ACM competition


50 Connected Devices - How Mobile and the Internet of Things Will Affect You from Crittercism

個人報告 共同完成 50 件 IoTs (9/19/2016)

1. 組隊 (2-5 人/隊)
2. 報告比賽規劃 (9/19/2016)

ACM Student Design Competition:

https://chi2017.acm.org/designcompetition.html

Example:

Craft consciousness
footpal team 2010
paper
BlindNavi 2015

Readings:
Mark Weiser, Computer for the 21st Century

2016年5月15日 星期日

2016年5月8日 星期日

week 11. wabi-sabi and slow design


Introducing new article in CHI2016:
"Expanding on Wabi-Sabi as a Design Resource in HCI" by Vasiliki Tsaknaki & Ylva Fernaeus

Questions:

1. What is wabi-sabi
2. How to design with wabi-sabi?
3. How to relate wabi-sabi to slow design?

reference:
1.

Wabi-Sabi:給設計者、生活家的日式美學基礎

2.


Project 3. Slow technology design
[Step 2] Ideation Cards:
1. Collect your own design examples according to the 6 slow design principles (and the extended keywords)
2. Select at least 22 examples for card-making
3. Create your own slow design card deck for music playing or reminiscence.

Deadline 5/16, 2016

2016年4月17日 星期日

2016年4月10日 星期日

week 7. slow tech workshop in DIS 2012

manifesto
1. How fast?
2. What is reflective design?
3. Why we preserve things?
4. How an antiquarian relates to interaction design?
    (also see

Broken probes: toward the design of worn media

)
selected submissions in DIS 2012


each student presents a submission:
1. What is the artifact?
2. What is the method (or methodology)?
3. What is the core concept of slow technology?
4. How to relate to the original idea of Redstrom?

2016年3月27日 星期日

week 5. three aspects of slow tech

1. reading: 3. Examples and Projects
2. student presentation of project 2.
3. Slow Technology design case:

 (1) Slow technology: critical reflection and future directions
 (2) Photobox: on the design of a slow technology
 (3) Designing for slowness, anticipation and re-visitation: a long term field study of the photobox




Welcome to Runcible from Bunny & Boar Inc on Vimeo.




Exercise:
 1. Use three aspects of slow technology (reflective technology, time technology, and amplified environments) to analyze Photobox.
 2. Use "Form" and "Function" to analyze Photobox.
 3. Evaluate Photobox with presence/use, aesthetics (inner logics)/empirical studies, reflection/usability, interpretation (explanation and understanding)/positivism, different contexts
 4. Use guidelines for slow tech (simplicity in material and complexity in form) to analyze Photobox


Project 3. Slow technology design
[Step 1] OBSERVATION:
              1. find an interesting activity as you like, photo, dance, music, sport, reading, party, ...
                  (Take photos, record sounds, or video, capture screen, interview, ethnography)
              2. identify the fast parts of the activity
              3. seek opportunities for three aspects of slow technology (reflective technology, time technology, and amplified environment)

deadline : 2016, 4, 11

reference: Smart Things: Chapter 14

http://0-www.sciencedirect.com.millennium.lib.ntust.edu.tw/science/article/pii/B978012374899700014X


2016年3月6日 星期日

week 2. form and function

1. reading: Slow Technology p. 209, Section 6, Form and Function
2. Student present "slow technology" examples

Project 2.
Deadline 3/21, 2016

Slow technology design with "cross-sensory" reflection.
See p. 206, 4.2 the art of concentration
example 1: "dark & big audio"  gradually changes to "light & silence"
example 2: "noisy & dark" gradually changes to "silent & bright"
example 3: INTOUCH project: 色溫 & 溫度
   http://spatialmedia.org/tid/intouch.html

example 4: Mindball


example 5: Remind mirror

http://www.mindball.se/remind-mirror


Make your sketch of "cross-sensory" interaction for concentration

2016年2月21日 星期日

week 1. introduction: beyond usability

Beyond usability:

互動設計派典建構之路


1. introduction to interaction design (Verplank's framework)
    Interaction Design Sketchbook

2. Slow Technology by Redstrom

examples:

http://entretags.de/long-living-chair/





http://monograph.io/ishback/slow-games




Search "Slow Technology" in ACM DL

Why linear time? How about non-uniform speed of time?
http://www.treehugger.com/sustainable-product-design/sonno-the-slow-alarm-clock-lets-you-sleep-the-hours-you-need.html


Homework 1:
  Search at least 3 "slow technology" interaction design projects.
  keywords: slow technology, slow design, slow interaction, slow game...
  Deadline: 3/7, 2016

Project 1:

Slow Technology interaction design sketch
Deadline: 3/ 14, 2016

2016年1月4日 星期一

week 17. final project discussion

object-oriented ethnography:
1. choose one object
2. identify the relations with other objects and human
3. choose possible personalities (or possible desires)
4. record object view points (photos, audios, drawings,...)
5. "interview" objects
6. show possible design insights for "object-oriented" interaction design

example: bookcrossing.com

deadline Jan 12, 2016
Pictorial format, at least 8 pages.

pictorial examples:

http://dl.acm.org/citation.cfm?id=2602961&CFID=572960391&CFTOKEN=24136141
search for "pictorial"