2018年12月9日 星期日

2018年11月25日 星期日

week 12. annotated portfolios

1. what are the annotations of these music players?





WildUrban Radio



skube




Spotify box from Jordi Parra on Vimeo.
spotify box












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




reference:

What should we expect from research through design?


Final project annotated portfolios presentation:
Each group present at least 5 relevant artifacts and their annotations
Deadline: 12/3, 2018

2018年11月18日 星期日

week 11. phenomenology & ethnography


First :
 Things making Things: An Ethnography of the Impossible


What is ethnography ?
What is phenomenology?
How do they relate to design?


1.

2. Qualitative methodologies: ethnography, phenomenology, grounded theory and more

3. very short introduction:

Notes on Ethnography and Design


4. Blomberg et al. 經典:
An Ethnographic Approach to Design

5. Ethnographic Data Analysis:
     http://pages.cs.wisc.edu/~irene/l17-ethnography_analysis.pdf


Question:
1. how to apply ethnography (/phenomenology) to "cultural probes", how to apply ethnography (/phenomenology) to the study of design artifacts?

2. when to use ethnography? when to use phenomenology?


2018年11月11日 星期日

week 10. 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

2018年11月4日 星期日

week 9. strong concepts

1. work-in-progress report of cultural probes

2. Calm technology Exercise and possible probe discussion

3. 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

4.

Between theory and practice: bridging concepts in HCI research


5. 

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

2018年10月21日 星期日

week 7. probology

1. students present Cultural Probes for each team
2. discussing Calm Technology
3. introducing
"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


References

Cultural probes and the value of uncertainty


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. 12, 2018.

2018年10月14日 星期日

week 6. cultural probes

1. student report of "living with data"

2. cultural probes: discussion:
    Gaver's original paper review



3. introducing calm technology:

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


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


Exercises for Calm Technology design: (Deadline Nov. 5. 2018)
1. Take an exercise in https://calmtech.com/exercises.html
2. Design with your own intuition
3. Design possible cultural probes to get deeper insights


2018年10月7日 星期日

week 5. 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?






smart things by M.


Chapter 14. Observation and Ideation


A bAsic observAtion method



1. Define the scope of the observation
2. Pick an audience
3. Observe for an extended period
4. Document observations
5. Interview representatives
6. Organize observations
7. Identify patterns
8. make recommendations


SPECIFIC METHODS:

14.1.2.1 digital ethnography and Public Photos






14.1.2.2 diary studies
14.1.2.3 design Probes
           Cultural Probes
           Technology Probes







14.2 iDeatiOn

     IDEO methods cards
     IDEO methods cards app
 
     www.interactioncards.org


14.2.2 new ideAtion tools
14.2.2.1 crowdsourcing


1. Invite people to generate ideas using a fixed set of criteria.
2. generate hundreds or thousands of ideas.
3. Invite other people to evaluate the quality of the ideas generated by the people in the first
group. Use multiple people to evaluate each idea (or set of ideas) and average the results.
4. Use the highest rated ideas as seeds for further ideation in-house.

14.2.2.2 bodystorming






Reference:
Gaver: Design: Cultural Probes, 1999
Wallace: How Design Probes Work, 2013


ACM SDC Project Probes:
1. Design you Probe Package (deadline 2018/10/22)
    Shoot all your package elements in row and column, upload to google drive.
2. Conduct Probing
3. Interview and Report (Deadline 2018/10/29)

2018年9月30日 星期日

week 4. ubiquitous computing and calm technology

1. Broken IT probes presentation

object -> practice -> meanings

媒體四大律:
增強?削弱?重拾?轉化?
(參考"數位麥克魯漢")

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. 15, 2018.

Case study:
Objects of Research

Ambient Devices (where is ambient orb or umbrella?)


Reference:
Ambient Intelligence
connected home product
Experiencing the Affective Diary
Reflecting on the design process of the Affective Diary

Enhancing ubiquitous computing with user interpretation: field testing the home health horoscope


2018年9月16日 星期日

week 2. self-introduction & 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. 自我介紹,專長,個人惡趣味。
2. Students Present IoT examples

https://www.postscapes.com/internet-of-things-examples/

3. 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?
    Probing Example:

     Designing Memory Probes to Inform Dialogue

 
    Next presentation: Oct. 1, 2018

  2019 ACM student design competition
  2019 ACM CHI Late-breaking work
  DIS 2019 (Designing Interactive System)Contesting Borders and Intersections 
   DIS pictorial example
   DIS pictorial example Botanic Printer

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

EX1: Broken IT probes (Oct. 1, 2018)
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
上傳到:
  https://drive.google.com/open?id=1j_nYgFe1IFRxUrb-Gcbyh_Ag5GcB2BMp

舊書修復:

2018年9月9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

學習內容:
1. 互動設計領域重要論文研讀 (上學期: Ubi-comp, Tangible interaction, Calm tech, slow tech,  下學期: critical/reflective/ludic/speculative design, material interaction)
2. 互動設計研究方法學 (上學期: probology, research through design, 下學期: dialogical meaning-making, phenomenology)
3. 互動設計個案實作 (上學期: SIGCHI/DIS submission, 下學期: TEI/other submission)

個人報告  (Sept. 11, /2018)
1. 自我介紹 (self-intro)
2. 惡趣味介紹 (complicated pleasure sharing)
3. 設計個案(https://www.postscapes.com/internet-of-things-examples/) 擇一分享。

競賽相關
1. 組隊 (2-5 人/隊)
2. 報告比賽規則, Q&A, discussion (Sept. 11., 2018)

期末: (final)

 組隊投稿 ACM 學生設計競賽/SIGCHI  Late-Breaking Work。
 Team up to participate ACM Student Design Competition or SIGCHI Late-Breaking Work.

ACM Student Design Competition: (Deadline Jan. 7th, 2019)

http://chi2019.acm.org/authors/student-design-competition/

ACM SIGCHI Late-Breaking Work:

http://chi2019.acm.org/authors/late-breaking-work/

Example:

Craft consciousness
footpal team 2010
paper
BlindNavi 2015

Readings:
Mark Weiser, Computer for the 21st Century

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