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
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
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:
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. 9, /2024)
1. 自我介紹 (self-intro)
2. 惡趣味介紹 (complicated pleasure sharing)
個人報告 (Sept. 9, /2024)
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。(choose one category to share next week in classroom)
競賽相關
競賽相關
course outcomes targeting:
ACM CHI 2025 Student Design 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, 2024)or
ACM SIGCHI Late-Breaking Work
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. 23, 2025)
https://chi2025.acm.org/for-authors/student-design-competition/
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. 23, 2025)
https://chi2025.acm.org/for-authors/student-design-competition/
https://chi2025.acm.org/for-authors/late-breaking-work/
Examples in the previous semesters:
Expected-Experience Entanglements
Confabulation Radio
Craft consciousness
Examples in the previous semesters:
Expected-Experience Entanglements
Confabulation Radio
Craft consciousness
Once Upon a Future
footpal team 2010paper
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
Evaluation items: course participation, discussion, critique, completeness of ACM competition
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join course group (course syllabus updated every week) :
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