1. annotated portfolios presentation
2. final project discussion
submission references:
1. http://dis2017.org/pictorials/
2. https://chi2017.acm.org/lbw.html
3. https://chi2017.acm.org/designcompetition.html
2016年12月11日 星期日
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
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
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
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.
"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"
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
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.
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
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
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
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
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)個人報告 共同完成 50 件 IoTs (9/19/2016)
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22日 星期日
2016年5月15日 星期日
week 12. discussion on wabi-sabi
Expanding on Wabi-Sabi as a Design Resource in HCI
student presentation of case studies
student presentation of collected principles of wabi-sabi
student presentation of case studies
student presentation of collected principles of wabi-sabi
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:
[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5月1日 星期日
week 10. slow design
Student presentation on :
Slow design by Barbara Grosse-Hering
Next week:
present papers in:
http://slowlab.net/RESOURCES/Resources-PUBLICATIONS-Slow-reading-s
Slow design by Barbara Grosse-Hering
Next week:
present papers in:
http://slowlab.net/RESOURCES/Resources-PUBLICATIONS-Slow-reading-s
2016年4月24日 星期日
week 9. mindful interaction
Engagement Through Embodiment: A Case For Mindful Interaction
1. How can mindful interaction create slowness?
2. What is principal rules to create mindfulness?
Blendie
https://www.youtube.com/watch?v=6DDkwdPaYmk
Blendie
https://www.youtube.com/watch?v=6DDkwdPaYmk
2016年4月17日 星期日
week 8. slow message
1. student presentation of DIS 2012 workshop paper
2. student proposal, step 1, fast and slow
How to create "slowness"?
1. pause
2. delayed
3. resonant movement
4. mindful interaction
5. space-time effort
6. gradual expression
....
feature paper:
2. student proposal, step 1, fast and slow
How to create "slowness"?
1. pause
2. delayed
3. resonant movement
4. mindful interaction
5. space-time effort
6. gradual expression
....
feature paper:
Pause Moment Experience in SNS Communication
reference paper:
Understanding Long-Term Interactions with a Slow Technology: an Investigation of Experiences with FutureMe
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
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?
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
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
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13日 星期日
week 3. evaluating slow technology
1. student presentation of "slow technology" sketches.
2. Reading "Evaluating Slow Technology"
3. Message with slow technology examples:
2. Reading "Evaluating Slow Technology"
3. Message with slow technology examples:
ChatterBox
GoSlow: designing for slowness, reflection and solitude
Photobox: on the design of a slow technology
The reflexive printer: toward making sense of perceived drawbacks in technology-mediated reminiscence
From 紙飛機 app to mettle
Question: How to design the quality of "Anticipation"?
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
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:
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
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"
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"
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