2022年11月19日 星期六

week 12. 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?


2022年11月6日 星期日

week 10. 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

4.

Between theory and practice: bridging concepts in HCI research


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

2022年10月23日 星期日

week 8. probology

1. students present Cultural Probes for each team
2. 




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. 14, 2022.

2022年10月16日 星期日

week 7. probes as methods

1. Students present "EX2: living with data"
Recent cases:


more detail examples in

Probe Tools (Task Cam)

Making design probes work

Designing for an other Home: Expanding and Speculating on Different Forms of Domestic Life (DIS 18) (Diversifying the Domestic: A Design Inquiry into Collective and Mobile Living, DIS19)

situated visualization & co-speculation



student example:

Expected-Experience Entanglements
Confabulation Radio
Craft consciousness

Report:
1.  Each student present one type of probes in "How HCI Interprets the Probes" 
  (Oct 24, 2022)
2. Final project progress report (Oct 24, 2022)

2022年10月1日 星期六

week 5. presentation & discussion

1. Students present proposals for ACM submission.

2. EX2: Living with data  (10/17)

             auto-ethnography method

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?

EX2: living with data
Conduct an activity to answer the above questions.
Presentation date: Oct. 3, 2022. Oct. 17, 2022

References:


3. short introduction to "back to the real world"   

2022年9月18日 星期日

week 3. ubiquitous computing and calm technology

1. Broken IT probes 
reference frames: object -> practice -> meanings
reference theory: activity theory (on interaction design org)



reference book: Understanding Media by McLuhan (麥克魯漢, 認識媒體)
1, 媒體四大律:
增強?削弱?重拾?轉化?
(參考"數位麥克魯漢")
2. hot media vs. cool media (熱媒體 vs. 冷媒體)
3. rear-view mirror (後視鏡理論現象)
4. The medium is the message (媒體即訊息)
5. Understanding media: the extension of man (媒體: 人的延伸)




Thing ethnography?
Thing Constellation?
(The co-occurrence of things) 

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?

EX2: living with data
Conduct an activity to answer the above questions.
Presentation date: Oct. 3, 2022.

References:

2022年9月11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: Sept. 19, 2022

   ACM Student Design Competition: (Deadline Jan. 19, 2023)


ACM SIGCHI Late-Breaking Work: (Deadline Jan. 19, 2023)


DIS examples:
   DIS 2021 (Designing Interactive System)
   DIS pictorial example Botanic Printer

3. Discussion on Weiser's "The computer for 21st Century"
"The most profound technologies are those that disappear.
They weave themselves into the fabric of everyday life until
they are indistinguishable from it."


EX1: Broken IT probes (Sept. 26, 2022)
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Google drive (shown in FB community)

舊書修復:

2022年9月4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 (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. 12, /2022)
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. 12, 2022)

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. 19, 2023)

https://chi2023.acm.org/for-authors/student-design-competition/


ACM SIGCHI Late-Breaking Work: (Deadline Jan. 19, 2023)

https://chi2023.acm.org/for-authors/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