you'll learn ...

In this course students will learn a range methods and skills for designing interactive systems, as well as the underlying theory behind them. The course will be a balance between classroom activities, interactive lectures, and design critiques of student work by other students and the instructor.

Every week, you should bring ...

There is no required textbook, but there will be required reading.

project

grading

further reading

project

The centerpiece of the course is a design project that you'll evolve over the course of the quarter. You'll be required to formulate a design problem (ideally from your research interests or some other topic that's personally relevant). What you design could range from an interactive tool, to a service, process, physical artifact, or even a policy.

A significant part of defining your project is scoping it well enough that you can arrive at a fairly complete design by the end of the quarter. That means choosing small problems, since most design problems are deceivingly complex.

We'll use the in-class activities and homework assignments to move your project forward. By week 3, you should have a fairly well defined problem; by week 7 you should have a fairly well designed solution; by finals week, you'll have created several artifacts that communicate the details of your design.

grading

Grades are silly. Reducing an individual's knowledge, skills, and performance, all of which are multidimensional and contextual, to a single unchanging number or letter, is an inherently flawed practice. And one of the sole reasons for doing it, to compare students knowledge and abilities, doesn't even work that well, because courses are taught by different teachers in different ways and students learn and perform differently. Grades are more reflective of a students' expectations of themselves than their abilities. You're graduate students: you'll learn because you want to learn, not because you want a certain letter below your name. That, and for the most part, grades don't matter for graduate students. Few people look at particular grades; they're mostly used in the aggregate as a cutoff.

There will be external motivators, however, namely saving face in front of your peers. Expect to seek critique from them and myself, both in and out of class. Also expect to critique your peers' work regularly.

Your grade is based on 100 points, which break down as follows:

Late work is not accepted and activities, labs, and critiques cannot be made up. Remember that you can miss up to 2 activities, 2 labs, and 2 critiques without it affecting your grade.

The 100 points above will be converted to grade points with the following formula:

grade point = round((total points - 60) x 0.089 + 0.7)

Activities and readings will be graded on the following 2 point scale of , , and (2, 0, and 1 points respectively):

Reading responses should be posted in the reading forum online. Each week I'll post the reading prompt and you can choose to either write a new reply, or comment on another students reply.

further reading

These books cover most of the topics of this course, each from a unique perspective.

For consumers of technology:

Norman, D. A. (1988). The design of everyday things. New York: Doubleday Press.

A design perspective:

Lowgren, J. & Stolterman, E. (2004). Thoughtful interaction design: A design perspective on information technology. Cambridge, MA: MIT Press.

For software designers looking for better ways to design:

Winograd, T. (Ed.) (1996). Bringing Design to Software. New York: Addison-Wesley.

Understanding design in engineering cultures:

Petroski, H. (1996). Invention by design: How engineers get from thought to thing. Cambridge MA: Harvard University Press.

A nice textbook on HCI methods, models, and theories:

An introduction to methods for practicing designers:

Laurel, B. (Ed.). (2003). Design research: Methods and perspectives. Cambridge, MA: MIT Press.

Here are several other readings that cover design aspects of HCI.

Cooper, A. (1999). The Inmates are Running the Asylum. Indianapolis, IN: Sams.Diaper, D. & N. Stanton (Eds.). (2003). The Handbook of Task Analysis for Human-Computer Interaction. New York: Lawrence Erlbaum Associates.
Connell, B. R., Jones, M., Mace, R. L., Mueller, J., Mullick, A., Ostroff, E., Sanford, J., Steinfeld, E., Story, M. and Vanderheiden, G. (1997) The Principles of Universal Design, Version 2.0. North Carolina State University, Raleigh, North Carolina.
Erickson, T. (2000). Lingua francas for design: Sacred places and pattern languages. Proceedings of DIS '00 (pp. 357-368). New York, NY: ACM Press.