教學大綱 Syllabus

科目名稱:互動設計理論

Course Name: Theories in Interaction Design

修別:群

Type of Credit: Partially Required

3.0

學分數

Credit(s)

30

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

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.

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    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:

    • Interpret and convey various theoretical foundations for projects
    • Use human behavior and experience as a guide
    • Critically analyze existing interactive systems, their uses and limitations

    Delineate the relationship between people and technology in various contexts like personal, social, or cultural in terms of opportunities and threats

    每周課程進度與作業要求 Course Schedule & Requirements

    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

    授課方式Teaching Approach

    30%

    講述 Lecture

    20%

    討論 Discussion

    30%

    小組活動 Group activity

    20%

    數位學習 E-learning

    0%

    其他: Others:

    評量工具與策略、評分標準成效Evaluation Criteria

    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.

    指定/參考書目Textbook & References

    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.

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