DECO3200 Human-Computer Experience Design Computing Studio

July 2007 Term Course Outline and Schedule

Version: May 17, 2007

 

Instructor

Andy Dong, Ph.D.

Affiliation: Faculty of Architecture, Design and Planning

                Office: Room 275 Wilkinson Building (G04)

                E-mail: a.dong@arch.usyd.edu.au

                Office hours: By appointment only Friday afternoons

 

Unit of Study Information

                Units: 12 credit points

                Lecture/Tutorial: Two hours per week (Mondays & Tuesdays 10AM-11AM in ALT2)

                Studio: Ten hours of studio per week (Mondays 11AM-1PM and 2PM-5PM and Tuesdays 11AM-1PM and 2PM-5PM in Room 313)

                Web site: http://www.arch.usyd.edu.au/~adong/courses/deco3200/july07/

Unit of Study Description

New technologies in design computing have the potential to not only improve the quality of designs, but to change the way we design and the kinds of artefacts we create. Meanwhile the tethering of humans to machines constructs an intimacy which pushes human-computer interaction (HCI) towards human-computer agency. What new capacity exists when people and machines are brought together in the embodiment of agency? This unit of study will cover designing innovative and novel objects that have embedded information content, computation, and intelligence. The students will explore through design the evolution of design computing from one in which humans manipulate computing to create objects to one in which humans and computing devices co-create objects that facilitate humanistic experiences.

Unit of Study Objectives

This unit of study has three objectives situated in two learning contexts: the studio and the classroom. The studio context encapsulates the first two objectives. First, the unit of study is operationally focused - by stepping through an iterative, user-centred design process, the students will learn about user-centred design (UCD), and through this process, realize an operational prototype of an interactive computing product. The operational prototype is the primary vehicle of assessment. Through the tutorials, a second skills-based focus will introduce the students to advanced design computing technologies. These skills will enable the students to complete the design project; the capacity of the students to utilize and extend these skills will be assessed by the embodiment of these skills in the final design. The classroom context enables the lecture component of the subject. The lectures will introduce the students to philosophical and technical perspectives on designing products with an emphasis on the human element. An understanding of these perspectives will be assessed through verbal commentary and written essays. The unit of study incorporates all of the skills that the students have developed throughout their studies in design computing and digital media not only in the realization of the product for the project but also in the interim submissions.

Unit of Study Outcomes

The unit of study aims to graduate the students from the degree with the confidence to apply their design computing and digital media skills to a wide array of design problems that they may encounter in various industries. Upon completion of this unit of study, students will have demonstrated the capacity to investigate and integrate advanced design computing technologies into the design of objects with embedded information content, content, and intelligence. The unit of study also reinforces the students’ experiences in designing through reflection-in-action of the design process.

Recommended reading

MobileHCI 2006 [Available Online]

The quality of life, Edited by Martha Nussbaum and Amartya Sen, [Available Online]

Assessments

There are regular individual assignments which will be marked as either completed or not-completed. You will also receive an un-recorded mark that will not affect your final mark. This mark is intended to allow you to monitor the quality of your progress. In other words, for example, you’ll receive a mark such as Completed/CR. However, if you do not submit the interim assessments on-time, you will receive a 0/F. Because your clients would never accept your deliverables late, late submissions will not be accepted in this class. Collectively, these assignments total 30% of your final mark. These assignments are intended to: 1) ensure you stay on target (time management) by completing deliverables which contribute to the completion of your project; 2) receive feedback from the lecturer, tutors, and your peers on your design progress; 3) practice new skills; and 4) improve your concept!

The term project, described below, comprises 50% of your mark. The assessment details are included with the project description.

The final 20% of your mark is comprised of your participation in the unit of study, including regular attendance, in-class discussion, and studio critique. Studio critique is an integral component of the learning experience. All students are expected to contribute constructively to the critique of each other’s work. Mere attendance at all lectures, tutorials, and studio sessions does not in any way guarantee that you will receive the full marks for participation. Belligerent or inappropriate criticisms will be a disadvantage to your mark.

Expectations

Reading Materials

There is weekly assigned reading. You are expected to have done the reading prior to lecture. You may be called upon during lecture to summarize the reading or to answer a question related to the reading. Note that 20% of your mark is based on your participation in the class. A failure to prepare for the class sessions will be a serious detriment to your final mark.

Class Expectations

You are expected to attend each lecture, tutorial and critique except due to illness, emergencies beyond your control or prior arrangement with the instructor. The studio time will include critique of your work by the lecturer and your fellow classmates. Constructive engagement in these critique sessions is expected.

The Studio times are often self-directed. I will be available for consultation in my office during those times, but I may not always be present in the studio.

Unlike the other units of study which you have taken during your tenure in design computing, this class is intended to provide you guidance in completing your term project without being prescriptive. That is, the intent is to give you the flexibility to choose a design process that is appropriate to your design problem and to tailor your deliverables in a way that best communicates the function, behaviour and structure of your designed work. This is simply more realistic of the “real world” that you shall shortly join. Clients will not tell you how many 3D models they want and what to show in the 3D models. Thus, the expectation is that you will work independently with a minimum of “hand holding” by the lecturer and tutors.

COMPUTING FOR THE DEVELOPING WORLD

The basic question which your design project will address is the following: how could computing improve the quality of life for people in developing regions of the world?

In order to design a product to explore this question, we’ll study three inter-related fields: sociological issues regarding quality of life; universal computing; and designing for the developing world. Given an understanding of these areas, we’ll apply a user-centred design process to design an artefact which explores this question.

To lend the project authenticity and practicality, your design project must focus on a specific community with real people and real needs.

Finally, you must demonstrate that your product can support the intended community.

Although this project is exploratory in nature, you must produce sufficient technical detail for your designed artefact. In addition, you must include: 1) an ‘animated’ simulation of your product (e.g., in Flash, Director or Final Cut) that is at least 30 seconds in length; and 2) an A1 sized full-colour poster describing your designed work.

Project Assessment

Your final project will be assessed on the following criteria:

-          30% Design (Conceptual complexity, thematic applicability, responsiveness to brief)

-          30% Technical Achievement (Completeness of implementation)

-          20% Technical Complexity (Sophistication of design computing technology and of system)

-          20% Documentation (Essay and technical memo)

Project Submission Requirements

-        A looks-like works-like prototype of your designed work represented and simulated using appropriate design computing technologies and digital media

-        A two-page paper discussing (but not limited to)

O        Your designed work in relation to the design brief and the theme of the project

o        Technical and functional description of the designed work

o        Description of use (i.e., the user experience)

o        This paper must be formatted according to the ACM publication standard [http://www.sheridanprinting.com/typedept/mm1.htm]. See ACM Multimedia ’06 Arts sessions 1-4 for examples of these types of papers.    

-          A 30 second (minimum) video, animation or dynamic simulation of your designed work

-          A complete design brief

-          A user evaluation plan including the House of Quality

“Rough” Assessment Rubric

-          P A rudimentary functional mobile-phone based application which is an inferior “copy” of an existing application

-          CR A functional mobile phone application which adapts existing technology in a predictable way

-          D A new enabling technology or mobile phone application that is novel

-          HD A new enabling technology and demonstration application of the enabling technology

 

 


DECO3200 Human-Computer Experience Design Computing Studio

Weekly Schedule

 

WEEK

DATE

TOPIC

1

 

introduction

Reading for Class

INDEX Awards: http://www.index2005.dk/

GrameenPhone http://www.grameenphone.com/

One Laptop per Child http://laptop.org/

ThinkCycle http://www.thinkcycle.org/

PlayPumps http://www.playpumps.org

Technology and Infrastructure for Emerging Regions http://tier.cs.berkeley.edu/wiki/Home

Thompson, C. (2006). Saving the World, One Video Game at a Time, New York Times, July 23, 2006.

design exercise 1 (Due 30-july)

Re-thinking the mobile phone 1

Create a collage in words and pictures about the one unintended (i.e., it was not purposely designed into the phone) activity enabled by a mobile phone.

Ideas:

http://www.wiffiti.com/

http://twitter.com/

http://www.almaden.ibm.com/cs/projects/iis/infinity/

 

23 Jul

lecture: unit of study overview

 

23 Jul

tutorial: setting up for mobile phone application development

 

24 Jul

LECTURE: designing nomadic media

 

24-25 Jul

Studio:

Begin the process of investigating ideas for your project by discussing your project with the instructor, “diving” through the Internet and researching conference proceedings and journal articles. You should also begin writing your ideas for your project in a preliminary design brief. You will be given a format for your design brief.

2

 

User-Centred Designing

design exercise 2 (Due 6-august)

Re-thinking the mobile phone 2

Find an everyday tangible activity (e.g., knitting) and create a concept for turning the mobile phone into a mediator for that activity and a mobile phone-based application that would make use of that action (e.g., making a digital fabric representing threads of data)

Reading for Class

Leonard, D., and Rayport, F.F. (1997). Spark Innovation Through Empathic Design. Harvard Business Review, 75(6), 102-113.

Seybold, P.B. (2001), Get Inside the Lives of Your Customers, Harvard Business Review, 79(5), 80-89.

Kim, R. (2006), Find friends by cell phone : Loopt application's GPS program can beam map location, San Francisco Chronicle. See also the Loopt Web sit.

 

30 Jul

lecture: using empathic design

 

31 Jul

tutorial: mobile processing i

 

30 Jul

critique: Review design exercise 1

 

31 Jul – 31 Jul

Studio:

In studio, begin the process of creating a detailed user profiles and use scenarios of the intended end-user(s) for your designed work. Imagine that you are writing a script for a play. Who are the actors? What are they doing with your product? Where are they using it? Why are they using it? How do they feel when they are using it? What is the resulting user experience with your product? Create storyboards for your script.

3

 

HUMANS AND DESIGN

design exercise 2 (Due 13-august)

Re-thinking the mobile phone 3

Develop a mobile phone based concept to turn an everyday activity into gameplay (e.g., running around in the park with your phone makes you into a Pong paddle)

Reading for Class

Norman, D.A. (1988). The Design of Everyday Things, New York: Double Day. Chapter 1.

Norman, D.A. (2003). Emotional Design: Why We Love (Or Hate) Everyday Things. New York: Basic Books. Read the Prologue and Chapter 1.

Vertegaal, R. et al. (2002). Designing attentive cell phone using wearable eyecontact sensors, CHI '02: CHI '02 extended abstracts on Human factors in computing systems, ACM Press, New York, pp. 646-647. http://doi.acm.org/10.1145/506443.506526

Nokia Mobile codes. http://mobilecodes.nokia.com/index.htm

Mobile Music Workshop http://www.mobilemusicworkshop.org/docs/proceedings_MMW.pdf

Individual Assignment 1 (Due 20 august)

Design Concepts

Using appropriate design computing tools such as Mobile Processing, J2ME, Illustrator, Flash, Director, and Photoshop, etc. create one functional and one visual "low-fidelity" of the concept for your designed work. The prototype should communicate the basic concept for your design and should be geared to enable others to understand your design concept. Submit the prototype, design brief, and presentation to the dropbox.

You will have 10 minutes to present your concept on August 20. Your concepts will be reviewed by the Lecturer and your peers. Written feedback will be provided to you.

 

6 Aug

lecture: directions in mobile phone interfaceS/ING

 

7 Aug

tutorial: mobile processing ii (Externa libraries, gps, accelerometer)

 

6 Aug

critique: review design exercise 2

 

6-7 Aug

Studio:

Begin work on your design brief and storyboard.

4

 

the capabilities approach

 

 

Reading for Class

Read the Introduction to the book The quality of life

 

13 Aug

LECTURE: The quality of life

 

14 Aug

tutorial: j2me Networking with http / sms and mms

 

13 Aug

critique: review design exercise 3

 

13-14 Aug

Studio:

Create digital prototypes of your product.

5

 

the capabilities approach

 

 

Reading for Class

Read the Central Human Functional Capabilities (pp. 78-80) list by Martha Nussbaum from her book Women and human development : the capabilities approach

 

 

Individual Assignment 1 (Due 02 october)

Technology Review

You will have 10 minutes to present a working prototype of your concept on October 2. Your prototype should be of sufficient completeness that parts of your prototype could be used by another person, given some training. Your prototype will be reviewed by the Lecturer and your peers. Written feedback will be provided to you.

 

20 Aug

LECTURE: The quality of life

 

21 Aug

tutorial: j2me multimedia

 

20 Aug

critique: critique of design concepts

 

20-21 Aug

Studio:

Create digital prototypes of your product.

6

 

 

 

27 Aug

 

 

28 Aug

 

 

27 Aug

 

 

27-28 Aug

 

7

 

 

 

 

 

3 Sep

 

 

4 Sep

 

 

3 Sep

 

 

3-4 Sep

 

8

 

 

 

 

10 Sep

 

 

11 Sep

 

 

10 Sep

 

 

10-11 Sep

 

9

 

 

 

 

17 Sep

 

 

18 Sep

 

 

17 Sep

 

 

17-18 Sep

 

 

24-25 Sep

AVCC Common Week/non-teaching period

10

 

technology review

Reading

 

Individual Assignment

N/A

 

1 Oct

labour day holiday

 

2 Oct

lecture: interpreting artifacts for innovation

 

2 Oct

critique: review of technology prototypes

 

2 Oct

Studio:

Continue working on your final design concept incorporating feedback from your peer review.

11

 

new product innovation

Reading

 

Individual Assignment 3 (DUE 23 OCTOBER)

Concept Testing Plan

Your Concept Testing Plan sets out how you will evaluate how well your product satisfies the design goals you set forth in your design brief. The only way to know is by user testing. As discussed in lecture, your concept testing plan must address the following points: 1) Who will you be testing? 2) How will you conduct the test? 3) Provide the assessment instrument. 4) How will you communicate the design concept to your users? 5) What method will you use to interpret the results?

 

8 Oct

lecture: innovative product design

 

9 Oct

critique: no critique today

 

8 Oct

tutorial: writing an evaluation plan

 

8-9 Oct

Studio: Open Studio

Complete your user evaluation plan.

12

 

open design studio

open design studio

 

open design studio

N/A

 

15 Oct

open design studio

 

16 Oct

open design studio

 

15-16 Oct

open design studio

13

 

final prototype review

Present your final prototype. You will be allocated exactly 15 minutes for the presentation and 10 minutes for question and answers.

final prototype review

 

final prototype review

 

 

22 Oct

final prototype review

 

23 Oct

final prototype review

 

22-23 Oct

final prototype review

 

 

 

 

 

 

15

6 Nov

DESIGN PROJECTS DUE by 10AM SHARP