final projects

A1: Controls

A2: Mobile Life

A3: Web Life

A4: Activating Objects and 20 Ideas Brainstorm


Final Critique

 

Public Reception

 

29 April

1:00 - 2:00 PM

6116 GHC

 

Download
Hi-Res Poste
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description

 

An interface is the link between a user and a product that communicates how a product will be used, creating an experience for the people who will use it. It provides the framework, elements, and resources for a “conversation” to take place between users and products.

 

This is a studio/seminar class with time devoted to lecture, discussion, practice activities, design worksessions, and critique of student work.

 

goals for the course

 

In this course, we will explore the fundamentals of interfaces and the interaction design process. Students will be introduced to and have opportunity to practice the fundamental concepts, methods, and practices of interaction design. They will explore the ideas of “form follows function” and “be the user.” They will explore how products create experiences, and understand the role that interaction with products fulfills in human existence. Finally, students will improve their ability to present their design ideas.

 

projects

This is a studio/seminar class with time devoted to lecture, discussion, practice activities, design worksessions, and critique of student work. This course will be divided into four projects, as follows:


A1 CONTROLS
Design a new control that greatly improves the interaction of a selected product. Design issues: Problem selection, user intent, context of use, feedforward, feedback. Deliverables: Mounted poster and hand in design deliverables to TA (i.e., thumbnail, project description, and poster pdf file).


A2 MOBILE LIFE
Design an information service for use on a context sensitive mobile phone. Design issues: Small screen, navigation, jumping highlight, user research, personas, scenarios, sensors. Deliverables: Presentation of design process, interactive prototype that runs on phone, process documents, and hand in design deliverables to TA.


A3 WEB+PAD+EXP
Design a personal information service people interact with via the web with special design consierations for PAD interfaces constrained devices. Design issues: Problem framing, presentation, user research, design language. Deliverables: Presentation of design process, web/interactive demo, and hand in design deliverables to TA.


A4 ACTIVATING OBJECTS
Identify a product opportunity and develop an interactive experience through a novel physical object. Design issues: Opportunity framing, form-making, tangible interactive techniques. Deliverables: Presentation of design process, video sketch, semi-functional physical prototype and hand in design deliverables to TA

readings

Readings will be assigned throughout the semester.  Everyone is expected to read the readings.  One person will be selected for each reading to prepare a class presentation.  Each student is expected to engage in class discussions when readings are assigned. This counts towards your class participation grade.

 

zip.crit

Each class will begin with a zip.crit.  A zip.crit is a rapid crit of an interface, object, design, etc.  We will be rotating through the class roster and choosing one person to do a zip.crit each class.  That person will select an interface, object, design, etc.  At the beginning of class that person will introduce the object, interface, design to us.  
The class will critique the piece. We are looking for at least 5 pro and 5 con arguments to be raised by the class.

 

evaluation

Work and performance in the course will be evaluated after each project. Students will receive a grade at mid-term and again at the end of the semester. Assignments, timely attendance, and in-class and team participation are a critical part of the grade. Bringing examples from outside of the class is considered to be an assignment and is also important.

In addition, the process of exploration is as important as the final product, so it is important that students manage time well and devote time to working on the projects during the course of a week. If class time is given as a worksession and is not put to good use, students’ grades will be penalized. For projects done in teams, students will be graded on individual contributions as well as synthesis with the team. Work that is late will be decremented in grade.

rules of engagement

One of the main learning exercises in this course is the critique We will be building this skill throughout the semester Each of the four assignments will be critiqued in class.

 

Be there!


A1, A2, A3 and A4 critique days mandatory attendance. If you are not in class or late, we will deduct from your attendance grade. There will be no exceptions.

 

Attendance of all classes is mandatory. You are allowed one excused absence for the semester without penalty; thereafter you will receive zero credit for the missed studio. To receive an excused absence, you must ask in advance, and receive an acknowledgment from the instructor.

 

Excusable absences include family emergencies, job interviews, and presenting at a conference. It does not include wanting to leave early for long weekend or vacation. To receive credit for attendance, you must arrive on time. No late assignments will be accepted, but you may submit them early.

 

Be active!

During the in class critique everyone is expected to be engaged in the discussion. Assignments, timely attendance, and in-class and team participation are a critical part of the grade. Bringing examples from outside of the class is considered to be an assignment and is also important.

 

Be attentive!

No laptops, phones, electronics out or used during critique or during other discussion parts of class.

 

In addition, the process of exploration is as important as the final product, so it is important that students manage time well and devote time to working on the projects during the course of a week. If class time is given as a worksession and is not put to good use, students' grades will be penalized.

 

grading criteria

participation in projects and assignments
good use of classtime: attendance, critiques, (NO multitasking)
rigorous design explorations
quality of craftsmanship and level of completion
quality of the team’s reflection and communication about a design solution and process

For projects done in teams, students will be graded on individual contributions as well as synthesis with the team.
Work that is late will be decremented in grade.

 

PARTICIPATION 20%
A1 CONTROLS 5%
A2 MOBILE 20%
A3 WEB 20%
A4 TANGIBLE 35%

 

information

 

Email: bid2011@paulos.net


Google Group: BID2010

 

Flickr Tag: bid2011

 

syllabus

10/11 Jan

DESIGN RISING

 

Drawing Exercise


Intro to Basic Interaction Design

 

DESIGN-SNAP: A0: DESIGN MATRIX


Handout: A1: CONTROLS (due 19/20 Jan)


 
12/13 Jan

CONTROLS, CONTEXT, AND EXPRESSION OF INTENT

 

Bring a product you like to interact with, an interactive product you love, and an interactive product that you hate (a total of 3) to class. Be prepared to discuss your selections. From these, you will select some aspect of the product (a widget) to redesign. See A1 project brief handout for full details

 

Readings:


Baumann, K. (2001). Controls. In Konrad Baumann and Bruce Thomas (eds.) User Interface Design for Electronic Appliances. Taylor and Francis.

 

Djajadiningrat, T., Wensveen, S., Frens, J., and Overbeeke, K. (2004). Tangible products: Redressing the balance between appearance and action. Personal and Ubiquitous Computing, 8(5), 294-309.

 

A Morphological Analysis of the Design Space of Input Devices, Stuart K. Card, Jock D. Mackinlay, and George G. Robertson, ACM Transactions on Information Systems, Volume 9, Issue 2, 1992, pp. 99-122.

 

Bill Buxton (1994-2002), Human Input to Computer Systems: Theories, Techniques and Technology, Chapter 4: Input Taxonomies.

 

How to Run a Design Critique by Scott Burkun (web)

 

List of Input Devices

 

 
 
17/18 Jan

NO CLASS / MLK DAY


Monday: No class due to MLK Day

 

Tuesday: section will meet as scheduled as work session on A1


 
19/20 Jan

CONTROLS CRITIQUE (A1)


A1 due. Bring boards with widget designs for in-class critiqu e, posters with widget designs, and process material. See A1 for full details of what to hand in.

 

 
 
24/25 Jan

PERSONAS AND SCENARIOS


Handout: A2 Mobile Life (due 16/17 Feb)

 

HTML Portfolio: Template and Example (also look here for examples)


Video: Tim Brown on Design at TED 2009


Readings:

 

Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 1 and Chapter 2)

 

Alan Cooper, Robert Reimann, David Cronin, (2007) About Face 3: The Essentials of Interaction Design (Chapter 5: Modeling Users: Personas and Goals) pp. 75-107.

 

Alan Cooper, Robert Reimann, David Cronin, (2007) About Face 3: The Essentials of Interaction Design (Chapter 6: The Foundations of Design: Scenarios and Requirments) pp.109-122.

 

Suzanne Ginsburg (2011), Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps. (Chapter 1: iPhone Application Overview, Chapter 3: Introduction to User Research, and Chapter 4: Analyzing User Research).


 
26/27 Jan

PERSONA CRITIQUE


Deliverable: Persona with goals and mobile information need (critique)

 

Readings:

 

Brown, Dan (2007) Wireframes, Chapter 10, in Communicating Design, New Riders, Berkeley, CA. pp 265-310.

 

Suzanne Ginsburg (2011), Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps. (Chapter 6: Exploring App Concepts and Chapter 7: Prototyping App Concepts).

 

 
 
31 Jan
01 Feb

MOBILE PROTOTYPING TUTORIAL

 

Prototyping for the iPhone using Fireworks (in class tutorial materials)

 

iOS Human Interface Guidelines

 

Other useful iPhone prototyping links and tools and another tutorial can be found here


 
02/03 Feb

SCENARIO AND WIREFRAME CRITIQUE

 

Deliverable: Scenario and wireframes in a navigational flow (critique)

 

Readings:

 

Jeff Johnson, Designing with the Mind in Mind: Simple Guide to Understadning User Interface Design Rules (Chapter 1: We Perceive What We Expect and Chapter 2: Our Vision is Optimized to See Structure and Chapter 3: We Seek and Use Visual Structure and Chapter 4: Reading is Unnatural and Chapter 5: Our Color Vision is Limited)

 

Dev Patnaik and Robert Becker, Needfinding: The Why and How of Uncovering People's Needs in Design Managment Journal (1999).

 

 
 
07/08 Feb

MAKER DAY

 

Worksession


 
09/10 Feb

MAKING THE PITCH

 

Lecture: How to Pitch

 

DESIGN-SNAP: SKETCHING (figures and visualizations)

 

 
 
14/15 Feb

MAKER DAY

 

Worksession

 

 
16/17 Feb

MOBILE LIFE CRITIQUE (A2)

 

Schedule:

 

16 Feb: 17 Feb:

 

Bucket List
MAURICIO ARTEAGA
ANUBHUTI JAIN
ZHE HAN NEO
MARK SHUSTER

 

Footprints
PABLO BARIOLA
EIJI HAYASHI
JAMES MULHOLLAND
TREVOR SAVAGE

 

Balanza
BHAVANA GUPTA
JOOYONG LEE
SRIRAM RAMASUBRAMANIAN
YUAN WANG
BO QING XUE

 

iTours
ARUN GANESAN
JOHN HORSTMAN
MEHWISH NAGDA
EVA SHON

 

WisdomShare
JON GOTOW
NISHA KURANI
STEPHANIE PAEPCKE
NASTASHA TAN

 

Foofle
JULIE BAI
SANCHIT GUPTA
HONRAY LIN
MARTINARAU

bFair
PRYOR, JARED
RASANANDA, PIMSAI YUI
CARAVELLI, PAUL

 

WalkSocial
FERNANDEZ, NICOLE SUZANNE
PENNEY, WARD
CHI, CHUNG-YI
LIN, CLIFTON

 

Study Stateside
DILLAHUNT, TAWANNA R
FANG, ZHENSHUO
HOLTZBLATT, SHOSHANA
AUW, CHRISTIE

 

ZipGig
Oney, Stephen
CHATTERJI, VIKRAM
GILLESPIE, ANDREW L
CHUA, CHONG HAN

 

Incomer Careers
RANDALL, DAVID
LUONG, RAYMOND
RIVARD, KATHRYN
DUDIAK, ERIC

 

Lingo
MA, CONG
Peng, Huaishu
VERMA, NAMRATA
Wiese, Jason

 

 

   

 

 
 
21/22 Feb

DESIGN LANGUAGE AND DESIGN PATTERNS

Introduction to A3: Online Life (due 24/25 Mar)

 

Lists of Design Patterns

 

Readings:

 

Kim Goodwin, Designing for the Digital Age: How to Create Human-Centered Products and Services (Chapter 17: Principles and Patters in Design Language and Chapter 18: Developing the Design Language)

 

Douglas K. van Duyne, James A. Landay, and Jason I. Hong (2007) Making the most of web design patterns, in The Design of Sites: Patterns for Creating Winning Web Sites, Wiley.

 

K. van Duyne, James A. Landay, and Jason I. Hong (2007) Writing and managing content in The Design of Sites: Patterns for Creating Winning Web Sites, Wiley.

 

Sitemaps, storyboards, and specifications: a sketch of Web site design practice, Mark Newman and James Landay, DIS 2000: ACM Symposium on Designing Interactive Systems, pp. 263 - 274.

 

 
23/24 Feb

TOUCH MY PAD

 

DESIGN-SNAP: FLASHCARDS

 

Design Process Resources Brown, Dan (2007) Competitive Analysis, Chapter 5; Sitemap, Chapter 8; Flowchart, Chapter 9, in Communicating Design, New Riders, Berkeley, CA.

 

Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 14 and 15)

 

Bill Buxton (1994-2002), Human Input to Computer Systems: Theories, Techniques and Technology, Chapter 5: Touch Tablets.

 

Multi-Touch Systems that I Have Known and Loved, Bill Buxton.

 

Video: Minority Report (SELECTIONS)

 

Video: Paul Otlet (1934)

 

Video: Future Screens

 

Video: iPad Love

 

 
 
28 Feb
01 Mar

USER RESEARCH, DESIGN LANGUAGE, AND FLOW CRITIQUE


Critique on user research, framing, design language, mood boards, and transactional flow.

 

 
02/03 Mar

X-CRITIQUE

 

DESIGN-SNAP: CROSS-CRITIQUE

 

 
 
07/08 Mar

SPRING BREAK – NO CLASS


 
09/10 Mar

SPRING BREAK – NO CLASS

 

 
 
14/15 Mar

MAKER DAY


Worksession


 
16/17 Mar

MOBILE CROWDS: THE POWER AND CHALLENGES OF MANY

 

Readings:

Surowiecki, J, The wisdom of crowds: Why the many are smarter than the few and how collective wisdom shapes business, economies, societies and nations, Doubleday, 2004. (Intro AND Chapter 1 "The Wisdom of Crowds", pp. 3-7) AND (Chapter 8 "Science: Collaboration, Competition, and Reputation", pp. 158-172)

Kittur, A, & RE Kraut, 'Harnessing the wisdom of crowds in wikipedia: quality through coordination', Proceedings of the ACM 2008 conference on Computer supported cooperative work 2008, pp. 37-46.

 

Marion Buchenau and Jane Fulton Suri. 2000. Experience prototyping. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (DIS '00), Daniel Boyarski and Wendy A. Kellogg (Eds.). ACM, New York, NY, USA, 424-433.


Phoebe Sengers and Bill Gaver. 2006. Staying open to interpretation: engaging multiple meanings in design and evaluation. In Proceedings of the 6th conference on Designing Interactive systems (DIS '06). ACM, New York, NY, USA, 99-108


Bill Gaver, Tony Dunne, & E Pacenti, 'Design: Cultural Probes', ACM Interactions vol. 6, no. 1, 1999, pp. 21-29.


 
 
21/22 Mar

MAKER DAY


Worksession

 

BONUS -- Two Talks:

 

Chuck M. Geschke, Co-Founder and Chairman of the Board Adobe @ 12:00 - 1:30 in 6115 GHC

 

and

 

Excursions into Domains of Familiarity and Surprise
Amy Franceschini Founder of Futurefarmers @ 5pm in McConomy Auditorium


 
23/24 Mar

ONLINE LIFE CRITIQUE (A3)

 

Schedule:

 

 

23 Mar: 24 Mar:



4Cats

LIN, HONRAY RAY
MULHOLLAND, JAMES
NAGDA, MEHWISH A
NEO, ZHE HAN
GIRALDO ARTEAGA, MAURICIO

 

unnamed politics

SHON, EVA
SHUSTER, MARK
TAN, NASTASHA
WANG, YUAN

 

Ice Truffle
BAI, JULIE
BARIOLA, PABLO
GANESAN, ARUN BALACHANDRA
XUE, BO QING

 

Zumba
PAEPCKE, STEPHANIE
RAMASUBRAMANIAN, SRIRAM
RAU, MARTINA A
SAVAGE, TREVOR

 

Here To There
GOTOW, JON BENJAMIN
GUPTA, BHAVANA
GUPTA, SANCHIT
HAYASHI, EIJI

 

Married To It
HORSTMAN, JOHN KARL
JAIN, ANUBHUTI
KURANI, NISHA
LEE, JOOYONG

 

 

Mi2g (Make it Together)
PRYOR, JARED
GILLESPIE, ANDREW L
MA, CONG
RIVARD, KATHRYN


Spiceworld

PENNEY, WARD
CHUA, CHONG HAN
AUW, CHRISTIE


Conference Connect

ONEY, STEPHEN
VERMA, NAMRATA
DUDIAK, ERIC
LIN, CLIFTON


Barter Boutique

DILLAHUNT, TAWANNA R
FERNANDEZ, NICOLE SUZANNE
CARAVELLI, PAUL
LUONG, RAYMOND


Sleepless in Cyberspace

CHI, CHUNG-YI
HOLTZBLATT, SHOSHANA
RASANANDA, PIMSAI YUI
WIESE, JASON


Costume Shack

RANDALL, DAVID
PENG, HUAISHU
CHATTERJI, VIKRAM
FANG, ZHENSHUO

   

 

 
 
28/29 Mar

MAKING THINGS FOR PEOPLE


Handout: A4 Activating Objects (due 29 April)

 

Assignment: Sensory Cardboard (due 04/05 April) - this assignment is per group but each person in group is responsible for one sense

 

Rapid ideation: I like : I wish. with final ideas presented in class

 

Images

 

 
30/31 Mar

TANGIBLE LIFE

 

DESIGN-SNAP: BRAINSTORMING

 

Readings:

 

Ishii, H. and Ullmer, B., Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms, in Proceedings of Conference on Human Factors in Computing Systems CHI '97)

 

Jonathan Gips, Noah Fields, Philip Liang, and Arnaud Pilpr;. 2005. SNIF: social networking in fur. In CHI '05 extended abstracts on Human factors in computing systems (CHI EA '05). ACM, New York, NY, USA, 1391-1394.

 

Yu-Chen Chang, Jin-Ling Lo, Chao-Ju Huang, Nan-Yi Hsu, Hao-Hua Chu, Hsin-Yen Wang, Pei-Yu Chi, and Ya-Lin Hsieh. 2008. Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children. In Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems (CHI '08). ACM, New York, NY, USA, 363-372.

 

Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 3 and Chapter 4 and Chapter 5 and Chapter 7)

 

Botanicalls (link / not reading)

 

 
 
04/05 Apr

OBSERVATIONS, OBJECTS, AND INTERVIEWS CRITIQUE

 

Interim critique, focused on selection of object, research methods, findings from observations and interviews (outline potential needs). YOU WILL NEED TO GENERATE AT LEAST 20 POTENTIAL DESIGN SOLUTIONS.

 

Deliverable: Sensory Cardboard


 
06/07 Apr

PHYSICAL SKETCHING

 

DESIGN-SNAP: MATERIALS

 

Foamcore Handout

 

Assignment: Companion Device (due in class)

 

Tutorial on working across a range of materials for form making including paper, cardboard, cloth, foamcore, etc

 

DIY Cardboard Furniture


How to Make a Cardboard Chair


Collapsible Stool


How to Make a Paper Robin Hood Hat


Duct Tape Beer Helmet


1001 Things To Do With Duct Tape


Jim Henson on Making Muppets 1969


Baily Blade Car Design (video 1) (video 2)

 
 
11/12 Apr

CRAFTING, MAKING, AND TOOLS

 

Readings:

 

Reflective physical prototyping through integrated design, test, and analysis, Björn Hartmann, Scott R. Klemmer, Michael Bernstein, Leith Abdulla, Brandon Burr, Avi Robinson-Mosher, Jennifer Gee, UIST 2006: ACM Symposium on User Interface Software and Technology.

 

Rosner, D. K., Ryokai, K. (2010) Spyn: Augmenting the Creative and Communicative Potential of Craft. Proceedings of CHI 2010.

 

Hayes Solos Raffle, Amanda J. Parkes, and Hiroshi Ishii. 2004. Topobo: a constructive assembly system with kinetic memory. In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI '04). ACM, New York, NY, USA, 647-654.

 

NOTE: 12 April class does Speed Dating this date


 
13/14 Apr

SPEED DATING AND BODY STORMING AND IMPROVISATION

 

DESIGN-SNAP: SPEED DATING

 

Lecture on Speed Dating techniques

 

NOTE: No class 14 April for Carnival

 

 
 
18/19 Apr

VIDEO SKETCHING


Lecture on video sketching

 

 
20/21 Apr

X-CRITIQUE

 

In class skit performance: teams need to perform a skit in class of their indended video sktech.

 

DESIGN-SNAP: CROSS-CRITIQUE

 

 
 
25/26 Apr

MAKER DAY


Worksession

 

 
27/28 Apr

MAKER DAY

 

Worksession


 
 
29 Apr

FINAL CRITIQUE FOR A4: ACTIVATING OBJECTS

 

Location: 8102 GHC

 

9:00 - Group 5A

 

9:18 - Group 4B

 

9:36 - Group 6A

 

9:54 - Group 3B

 

10:12 BREAK

 

10:22 - Group 2A

 

10:40 - Group 2B

 

10:58 - Group 1A

 

11:16 - Group 1B

 

11:34 BREAK

 

11:44 - Group 4A

 

12:02 - Group 6B

 

12:20 - Group 3A

 

12:38 - Group 5B

 

12:56 DONE

 

 

Public Reception:

1:00 - 2:00

6115 GHC

 

---

 

 

Group 1A
BAI, JULIE
GIRALDO ARTEAGA, MAURICIO
HORSTMAN, JOHN KARL
MULHOLLAND, JAMES

 

Group 2A
BARIOLA, PABLO
GUPTA, BHAVANA
SHUSTER, MARK
KURANI, NISHA

 

Group 3A
SHON, EVA
LIN, HONRAY RAY
PAEPCKE, STEPHANIE
LEE, JOOYONG

 

Group 4A
NEO, ZHE HAN
TAN, NASTASHA
RAMASUBRAMANIAN, SRIRAM
HAYASHI, EIJI
RAU, MARTINA A

 

Group 5A
GOTOW, JON BENJAMIN
WANG, YUAN
JAIN, ANUBHUTI
NAGDA, MEHWISH A


Group 6A
GANESAN, ARUN BALACHANDRAN
XUE, BO QING
GUPTA, SANCHIT
SAVAGE, TREVOR

 

---

 


Team 1B
PENNEY, WARD
DUDIAK, ERIC
DILLAHUNT, TAWANNA R
RASANANDA, PIMSAI YUI

 

Team 2B
CHI, CHUNG-YI
CHATTERJI, VIKRAM
VERMA, NAMRATA
RIVARD, KATHRYN

 

Team 3B

HOLTZBLATT, SHOSHANA
MA, CONG
RANDALL, DAVID

 

Team 4B
GILLESPIE, ANDREW L
LUONG, RAYMOND
LIN, CLIFTON
FANG, ZHENSHUO

 

Team 5B
ONEY, STEPHEN
WIESE, JASON
CARAVELLI, PAUL
AUW, CHRISTIE


Team 6B
FERNANDEZ, NICOLE SUZANNE
PRYOR, JARED
CHUA, CHONG HAN
PENG, HUAISHU


d

 

OTHER RELATED READINGS:

 

Moggridge, B, Designing interactions, MIT press, (2007). (Chapter "Designing Interactions" pp. 647-662)

 

As We May Think, Vannevar Bush, The Atlantic Monthly, July 1945

 

Rich Gold, The Plenitude: Creativity, Innovation, and Making Stuff (Simplicity: Design, Technology, Business, Life) (Chapter 2: The Four Creative Hats I've Worn, pp 5-31)

 

Jon Kolko (2011), Exposing the Magic of Design: A Practitioner's Guide to the Methods and Theory of Synthesi

 

Jon Kolko (2010), Thoughts on Interaction Design


Dunne, A, & F Raby, Design Noir: The secret life of electronic objects, Birkhauser, 2001. (Sec 2 "Hertzian Space" pp. 15-43).

Dunne, A, & F Raby, Design Noir: The secret life of electronic objects, Birkhauser, 2001. (Sec 5 "The Secret Life of Electronic Objects" pp. 75-90).


Rittel, Horst, and Melvin Webber; "Dilemmas in a General Theory of Planning," pp. 155-169, Policy Sciences, Vol. 4, Elsevier Scientific Publishing Company, Inc., Amsterdam, 1973. [Reprinted in N. Cross (ed.), Developments in Design Methodology, J. Wiley & Sons, Chichester, 1984, pp. 135-144.]


Billinghurst, M., Kato, H. and Poupyrev, I. (2001). MagicBook: Transitioning between Reality and Virtuality.

 

Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 10)

 

Physical Computing: Sensing and Controlling the Physical World with Computers by Tom Igoe and Dan O'Sullivan (2004). (SELECTIONS)

 

Past, Present, and Future of User Interface Software Tools, Brad Myers, Scott E. Hudson, Randy Pausch, ACM Transactions on Computer-Human Interaction, March 2000, pp. 3 - 28.

 

Stacey Kuznetsov and Eric Paulos, Rise of the Expert Amateur: DIY Projects, Communities, and Cultures, ACM NordiCHI, Reykjavík, Iceland, October 2010

 

Voyagers and Voyeurs: Supporting Asynchronous Collaborative Information Visualization, Jeffrey Heer, Fernanda Viegas, Martin Wattenberg, CHI 2007: ACM Conference on Human Factors in Computing Systems, pp. 1029 - 1038.

 

John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI '07). ACM, New York, NY, USA, 493-502.

 

Tracee Vetting Wolf, Jennifer A. Rode, Jeremy Sussman, and Wendy A. Kellogg. 2006. Dispelling "design" as the black art of CHI. In Proceedings of the SIGCHI conference on Human Factors in computing systems (CHI '06), Rebecca Grinter, Thomas Rodden, Paul Aoki, Ed Cutrell, Robin Jeffries, and Gary Olson (Eds.). ACM, New York, NY, USA, 521-530

 

Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design - William Lidwell (SELECTIONS )

 

Kuniavsky, Mike (2010), Smart Things: Ubiquitous Computing User Experience Design (Chapter 19)

 

Paul Dourish, Where the Action Is (chapters 1 & 2)

 

Norman, D. Emotional Design: Why We Love (Or Hate) Everyday Things. Basic Books, 2004. (SELECIONS)