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 collect at least one "out-of-date" (old, worn) IT (information technology) product.\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