2020年9月13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,  下學期:  Slow tech, 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. 21, /2020)
1. 自我介紹 (self-intro)
2. 惡趣味介紹 (complicated pleasure sharing)
3. 智慧型設計分享 (https://www.postscapes.com/internet-of-things-examples/) 五組擇一分享。

競賽相關
1. 組隊 (2-5 人/隊)
2. 報告比賽規則, Q&A, discussion (Sept. 21., 2020)

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 Research Competition: (Deadline Jan. 11st, 2021)

https://chi2021.acm.org/for-authors/students/student-research-competition

ACM SIGCHI Late-Breaking Work:

https://chi2021.acm.org/for-authors/presenting/late-breaking-work

Example:

Expected-Experience Entanglements
Confabulation Radio
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

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