Type of Credit: Partially Required
Credit(s)
Number of Students
This course is an exploration of theories and principles in interaction design, a field that aims to create engaging, effective, and intuitive experiences for users. Through an examination of various interaction design theories, students will gain a deep understanding of the fundamental principles and frameworks that guide the design of interactive products and services that communicate messages.
This course introduces major theories from various areas of knowledge pertaining to interaction design, such as cognitive psychology, behavioural science, studies of media and technology, informatics, user experience (UX) design, design for emotion, aesthetics, and ethics. Students will explore the application of these theories in the design of various interactive products and services, such as websites, mobile apps, and interactive installations.
能力項目說明
Through assignments, presentations, and class discussions, students will develop their ability to think critically about interaction design and apply theoretical concepts to real-world design challenges.
By the end of the course, students will have gained a deep understanding of interaction design theories and their application in creating engaging and effective interactive experiences. Students will be able to:
Delineate the relationship between people and technology in various contexts like personal, social, or cultural in terms of opportunities and threats
教學週次Course Week | 彈性補充教學週次Flexible Supplemental Instruction Week | 彈性補充教學類別Flexible Supplemental Instruction Type |
---|---|---|
Week |
Topic |
Content and Reading Assignment |
Teaching Activities and Homework |
1 |
Introduction to “Theories in Interaction Design” |
|
|
2 |
Affordances and feedback |
Norman (2013) Chapter 1 |
Individual Reflection |
3 |
Tangible and embodied interaction |
Hornecker & Burr (2006) |
Individual Reflection |
4 |
Design emotion |
Norman & Ortony (2006) |
Individual Reflection |
5 |
|
Group Project 1 |
Group Tutorial |
6 |
|
Group Project 1 |
Group Presentation |
7 |
User experience |
McCarthy & Wright (2004) |
Individual Reflection |
8 |
Persuasive Technology |
Oinas-Kukkonen, H. & Harjumaa, M. (2008) |
Individual Reflection |
9 |
Gamification |
Deterding et al. (2011) |
Individual Reflection |
10 |
|
Group Project 2 |
Group Tutorial |
11 |
|
Group Project 2 |
Group Presentation |
12 |
Slow design |
Hallnas & Redstrom (2001) |
Individual Reflection |
13 |
Ludic design |
Gaver et al. (2004) |
Individual Reflection |
14 |
Design fiction and speculative design |
Tanenbaum (2014) |
Individual Reflection |
15 |
|
Group Project 3 |
Group Tutorial |
16 |
|
Group Project 3 |
Group Presentation |
17 |
|
|
Project Report |
18 |
|
|
Project Report |
Group Presentation 30%
Proposal 30%
Group Member Evaluation 20%
Class Participation 20%
Generative AI tools can be used in assignments, presentations, or reports, but students must provide information regarding the generative processes, including the tools (with versions) and the prompts used.
Norman, D. A. (2013) The Design of Everyday Things. Chapter 1.
Wensveen, S., et al. (2004) Interaction Frogger: A Design Framework to Couple Action and Function through Feedback and Feedforward. DIS 2004.
Hornecker, E. & Burr J. (2006) Getting a Grip on Tangible Interaction: A Framework on Physical Space and Social Interaction. CHI 2006.
Dourish, P. (2001) Where the Action Is. Chapter 4.
Norman, D. A. & Ortony, A. (2006) Designers and Users: Two Perspectives on Emotion and Design. In Theories and practice in interaction design (pp. 91-105)
Desmet, P. (2008) Product Emotion. In Product Experience (pp. 379- 397)
Li Ian, et al. (2010) A Stage-based Model of Personal Informatics Systems. CHI 2010
Epstein, D. A., Ping, A., Fogarty, J., & Munson, S. A. (2015). A Lived Informatics Model of Personal Informatics. Ubicomp 2015
Huang, D., Tory, M., Aseniero, B. A., Bartram, L., Bateman, S., Carpendale, S., Tang, A., & Woodbury, R. (2015). Personal Visualization and Personal Visual Analytics. IEEE Transactions on Visualization and Computer Graphics, 21(3), 420 - 433.
McCarthy, J., & Wright, P. (2004, September + October). Technology as experience. Interactions, 11(5), 42-43.
Fogg, B. J. (2002) A Behavior Model for Persuasive Design. Persuasive ’09
Oinas-Kukkonen, H. & Harjumaa, M. (2008) A Systematic Framework for Designing and Evaluating Persuasive Systems. Persuasive 2008
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments
Bolter, J. D., & Gromala, D. (2006) Transparency and Reflectivity: Digital Art and the Aesthetics of Interface Design. In Aesthetic Computing.
Hallnas, L. & Redstrom, J. (2001) Slow Technology: Designing for Reflection. Personal and Ubiquitous Computing, 5:201-212.