2026年9月3日 星期四

week 1. introduction

How this course goes:

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:
What to learn:

1. 互動設計領域重要論文研讀 (Ubi-comp, Tangible interaction, Calm tech, / Slow tech, critical/reflective/ludic/speculative design, material interaction)

2. 互動設計研究方法學 (probology, research through design, / dialogical meaning-making, phenomenology)

3. 互動設計個案實作 (SIGCHI/DIS submission)

個人報告  (Sept. 14, /2026)
1. 自我介紹 (self-intro)
2. 惡趣味介紹 (complicated pleasure sharing)
3. 智慧型設計分享 (IOT examples) 九組擇一分享。(choose one category to share next week in classroom)

競賽相關
course outcomes targeting:

ACM CHI 2027 Student Research Competition


1. 組隊 (2-5 人/隊) (2-5 students as a team)
2. 報告比賽規則, Q&A, discussion (Sept. 9, 2026)




期末: (final)

 組隊投稿 ACM 學生設計競賽/SIGCHI  Posters。
 Team up to participate ACM Student Research Competition or SIGCHI Posters.

ACM Student Research Competition: (Deadline Jan. 21, 2027)

https://chi2027.acm.org/authors/student-research-competition/
(only one author for graduate students)

ACM SIGCHI Posters: (Deadline Jan. 21, 2027)

(one or multiple authors) 


Examples in the previous semesters:

Objects Gossip (CHI'26)


Once Upon a Future (DIS'18)

Craft consciousness (CHI'15)

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

加入課程群組:
join course group (course syllabus updated every week) :




2024年12月8日 星期日

week 15. project discussion & writing guides

 1. final project progress report  

     Designing Cultural Probes  with ESP32cam and AI  


Demo & Exhibition
1. Probes Demo (Probes Design and returned Cultural Probes)
2. 10 mins presentation (using PPT or report in ACM format)

Report:
1. ACM SIGCHI Extend Abstract (EA) format 6~10 pages
2. includes: 

    Introduction

    Background

    Design research questions

   The Cultural Probes Design

   The Data Collection

   Framing with Strong Concepts  (*optional)

   Results

   Findings and Implications 

   Possible Design Proposal (*optional, with Annotated Portfolios)

   Discussion

   Conclusion

   References

3. photos include (but not limited to): Cultural Probes, Data Collecting Scenarios, interviews, user returned data, Design Proposal (*option),

Due date: 12/18, 2024
upload to google drive

submission to ACM CHI LBW or DIS is welcome:

https://chi2025.acm.org/for-authors/late-breaking-work/

  • Submission deadline: Thursday, January 23, 2025

Abstract Paper/ Pictorials13 January 2025
Full Paper/ Pictorials20 January 2025

PWiP / Doctoral Consortium21 March 2025

Example:

AI Cat Narrator

Expected-Experience Entanglements
Confabulation Radio
Craft consciousness

Once Upon a Future

footpal team 2010
paper
BlindNavi 2015


2. 寫作工具書:

英文研究論文寫作:關鍵句指引(第四版)廖柏森

2024年11月24日 星期日

week 13. annotated portfolios


1. what are the annotations of these music players?





WildUrban Radio











Spotify box from Jordi Parra on Vimeo.
spotify box





BERG Olinda Project




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




reference:

What should we expect from research through design?

suggested forms:
   (1) Ving + adj. + N.
   (2) N. and N.
   (3) Ving+ N. + as + N.
   (4)  N. + for + N.
 
suggested concerns:
the functionality of the design (what should it do?) and by implication the value of certain activities (is this worth doing?)
• its aesthetics (what form and appearance should the artifact take?) 
the practicalities of its production (what materials, skills, and tools are needed to make it?) 
the motivation for making (why are we doing this? what are we trying to show?) 
• the identities and capabilities of the people for whom the artifact is intended (what will our users make of this? how can we best design for them?) 
sociopolitical concerns (what sort of culture will this encourage or resist?)



Feature research:
 

Designing with AI: An Exploration of Co-Ideation with Image Generators


Final project annotated portfolios presentation:
1. Progress report
2. Each group present at least 4 relevant artifacts and their annotations
as "stragegies for annotating portfolios", describe your annotations and design space 

Deadline: Dec. 4th, 2024

2024年11月17日 星期日

week 12. coding & thematic analysis

0. Students present preliminary results of cultural probes


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

phenomenological approach:
I
1.  (phenomenological epoché)(現象學懸置) bracket
2. (eidetic intuition)「本質直觀」
3 . phenomenological reduction (現象學還原)

      懸置:存而不論,也就是排除一切預設立場與預設方法
      本質直觀:對現象進行直觀的描述,尋找其本質
      現象學還原:懸置之後,透過對事物的"直觀描述",尋找其本質性
                          的基礎。
II 
   Phenomenological Interpretation

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

6. Method: Thematic Analysis
     https://www.scribbr.com/methodology/thematic-analysis/ 
    six-step process: 
      familiarization, 
      coding, 
      generating themes, 
      reviewing themes,
     defining and naming themes, 
     writing up.

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?

3. How to practically use "coding" and "thematic analysis" in cultural probes?



2024年11月10日 星期日

week 11. framing design

1. work in progress report
   check: themes, and strong concepts
   (group discussion in 10 mins and present)

   example : interaction Tarot
   https://interactiontarot.wordpress.com/



[Exploratory Framing] progress report (11/20)
1. presenting collected data, organizing if necessary
2. What are the ordinary and non-ordinary data? What are the possible implications?
3.  Probe-primed interview, or probe-primed auto-ethnography
4. What are the focusing, grounding, priming, and  framing and re-framing of your projects? What are anticipatory framing and social framing?
5. What are the expression of your data suggest?