1. reading: Slow Technology p. 209, Section 6, Form and Function
2. Student present "slow technology" examples
Exercise:
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
http://www.am2.jobs/index.cfm?pagetype=products&codeID=302422
Make your sketch of "cross-sensory" interaction for concentration
Reading next week:
The slow design principles
2017年3月5日 星期日
2017年2月19日 星期日
week 1. introduction: beyond usability
Introduction to this semester topics, beyond usability:
Module I: Slow Technology & reflective design (6 weeks)
Module II: Material Turn (material interaction) (6 weeks)
Module III: Speculative Turn (Object-Oriented Ontology) (6 weeks)
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: 3/6, 2016
Project 1:
Slow Technology interaction design sketch
Deadline: 3/ 13, 2016 (propose and discuss)
Module I: Slow Technology & reflective design (6 weeks)
Module II: Material Turn (material interaction) (6 weeks)
Module III: Speculative Turn (Object-Oriented Ontology) (6 weeks)
Beyond usability:
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: 3/6, 2016
Project 1:
Slow Technology interaction design sketch
Deadline: 3/ 13, 2016 (propose and discuss)
2016年12月11日 星期日
week 14. final project discussion
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
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.
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