teaching

I502 “Experience Design” Syllabus, Spring 2007

Jeffrey Bardzell, Ph.D.
Human-Computer Interaction Design
School of Informatics
Indiana University

 

In the Playstation 2 era, and everything that came before it, going all the way back to Atari VCS, the game console market has been almost exclusively defined by packaged media…. What PS3 starts is the era where the package is just the beginning of the relationship with the customer…. How do you allow your user base to influence your worlds as creators themselves?

—Phil Harrison, head of Sony Worldwide Studios

Course Description

The focus of HCI is moving beyond efficiency and productivity. Computers are a part of our everyday lives, and we use them to connect to friends and family, create and manage our personal music and photo libraries, explore fantastic new worlds with virtual friends, view mass and viral media, network professionally, and pursue our hobbies. Computer interfaces are no longer tools we use to accomplish tasks; they are the environments in which we work, play, relax, love, and kill time. As a result, designers are increasingly focusing on creating experiences, rather than interfaces. This shift in focus implies a corresponding shift in the conceptualization, methodologies, and practice of HCI.

In this course, students will be introduced to anthropological and philosophical conceptualizations of human experience and then, guided by recent HCI literature, apply that understanding to interaction design. In a highly participatory environment, students will examine design artifacts, from Japanese punk fashion to Chicago skyscrapers, using theories from visual culture, simultaneously critiquing these designs and sketching new ones based on them. As a final project, students will develop a series of experience prototypes before designing a universally accessible educational museum exhibit.

Course Objectives

Textbooks

There is one required textbook, and the rest of the readings will be made available through Oncourse, the ACM library, and possibly other mechanisms. As an IU student, you have free access to the entire ACM library, as long as you log into via the IU library page, at this URL (scroll down to "ACM Digital Library"): http://www.libraries.iub.edu/index.php?pageId=1044&mode=alpha&letter=A

The required textbook is as follows:

Highly recommended, but not required (except for the assigned portions made available elsewhere), are the following:

Assignments and Grading

Because this is an experience-oriented class, students will be asked to complete a high number of discrete assignments. These assignments are intended both to ensure that students are engaged and learning throughout the semester and also to spread out requirements to avoid crunch times.

Assignment

Description

% of Grade

Attendance

Most of the work done in this class will be done in teams, with a sizable proportion of the work being done in class. Failure to attend and participate hurts students, their teammates, and the class as a whole.

20%

Engagement

Engagement means active class participation: participating in class discussions (asking questions, sharing ideas, etc.); obvious signs of leadership in groups / teamwork; participation in micro-assignments

20%

Short Assignment

A design exercise grounded on experience, rather than interfaces or interactions

10%

Critical Paper Assignment

A critical short paper in which students will compare a given object (e.g., vacuum cleaner) from two different eras, exploring the relationships between their visuality and user experience

15%

Experience Prototype

A multimedia project in which you prototype an accessible interactive museum exhibit, using experience and paper to prototype design concepts before leading up to a final machinima or video prototype of the exhibit itself

35%

Policies

Classroom Behavior

I expect everyone to conduct themselves in a professional manner during class. That includes showing up to class on time; late arrivals distract everyone. It also means treating others with respect, even if you disagree with them.

Timeliness

Timeliness is critical in professional settings. Managers and clients don’t like to pay for work that’s turned in late, and they aren’t interested in hearing about why something is late. Start early and manage your projects so that you have plenty of time at the end to deal with unexpected surprises, failed disks, blackouts, cord-eating cats, misfiring romances, persistent coughs, appointments for a facial, PlayStation injuries, unstable roommates, flat tires, religious conversions, and jury duty. Please don’t be the source of the next excuse (pedestrian or bizarre) to add to the above list.

Your grade on the semester project will decline one full grade (10 points) for each day it is late, unless I explicitly approve the delay in advance.

Academic Misconduct

We are morally and procedurally bound by IU’s policies on academic misconduct, the details of which you can read about here: http://www.dsa.indiana.edu/Code/index1.html. If necessary, I will follow these policies to the letter.

Religious Observation

In accordance with the Office of the Dean of Faculties, any student who wishes to receive an excused absence from class must submit a request form available from the Dean of Faculties for each day to be absent. This form must be presented to the course professor by the end of the second week of the semester. A separate form must be submitted for each day. The form must be signed by the instructor, a copy retained by instructor, and original returned to the student.

Information about the policy on religious observation can be found at the following web site: http://www.indiana.edu/~deanfac/holidays.html#reco.

Schedule

Date

Topic

Readings

Assignments

Jan 9

Introduction

--

 

Jan 11

 

Susanne Bødker, “When Second W

*-+.

0.ave HCI Meets Third Wave Challenges” (1-8)

 

Conceptualizing Experience

Jan 16

Understanding experience 1: Philosophy and Anthropology

John Dewey, “Having an Experience” (36-59)

 

Jan 18

 

Edward Bruner, “Experience and its Expressions” (3-32)
Victor Turner, “Dewey, Dilthey, and Drama” (33-44)

ASSIGNED: A short experience design exercise

Jan 23

Understanding experience 2: Technology

McCarthy & Wright, “A Pragmatist Approach to Technology as Experience” in Technology as Experience (49-78)
Forlizzi & Battarbee “Aesthetics, ephemerality and experience: Understanding experience in interactive systems” ACM

 

Jan 25

 

McCarthy & Wright, “The Threads of Experience” in Technology as Experience (79-104)

DUE: A short experience design exercise

Interpreting Design Experiences

Jan 30

Introduction to visual culture and cultural studies

Malcolm Barnard, “Explanation and Understanding: Visual Culture and Social Science” in Approaches to Understanding Visual Culture (19-40)

 

Feb 1

The “literary” experience
Visual Literacy Exercise #1 (rapid sketching)

Maxine Hong Kingston, “No Name Woman” from The Woman Warrior (1-16)

 

Feb 6

Benjamin: Aura, design, and place

Walter Benjamin, “Work of Art in the Age of Mechanical Reproduction”

 

Feb 8

Visual Literacy Exercise #2 (color palettes)

--

 

Feb 13

Overview of Rapid Interaction Design I: User research and task analysis

Handout: “A Rapid Prototyping Design Process”

2-day micro-assignment: Rapid contextual inquiry

Feb 15

Visual Literacy Exercise #3 (Framing/boundaries)
Studio time

--

 

Feb 20

Overview of Rapid Interaction Design II: IA, storyboards, wireframes, and UI widgets;
Visual Literacy Exercise #4 (Design directions)

Susan Wodtke, “Making It All Up, Writing it Down” in Information Architecture: Blueprints for the Web

2-day micro-assignment: Design directions

Feb 22

Studio time

--

 

Feb 27

Phenomenological approaches to design criticism
Visual analysis: Guest lecture

Malcolm Barnard, “Interpretation and the Individual” in Approaches to Understanding Visual Culture (41-63)

ASSIGNED: Design critique short paper
2-Day micro-assignment: Visual analysis of toys

Mar 1

Toys as designs
Visual Literacy Exercise #5 (Toys)

Roland Barthes, “Toys” in Mythologies (pp. 53-5)

 

Mar 6

Remediation, intertextuality, networked authorship, and participatory culture

Bolter & Grusin, “Networks of Remediation” in Remediation: Understanding New Media (64-87)

 

Mar 8

The “Numa Numa” phenomenon
Visual Literacy Exercise #6 (TBD)

--

 

Mar 13

Spring Break

Mar 15

Spring Break

Designing Experiences

Mar 20

Experience design as practice

McCarthy & Wright, “Going on from Practice” in Technology as Experience (23-48)

DUE: Design critique short paper

Mar 22

Understanding Disability and Accessible Design: Visit from

Reading TBD

ASSIGNED: Museum/ experience prototype project

Mar 27

Paper Prototyping

Carolyn Snyder, “Thinking About Prototyping” and “Making a Paper Prototype” in Paper Prototyping (49-96)

 

Mar 29

Studio time

--

 

Apr  3

Experience Prototyping

Buchenau & Suri, "Experience Prototyping." ACM
Bill Moggridge, “Mat Hunter” through “Rikako Sakai” in Designing Interactions (261-83)

2-Day Micro-Assignment: Experiencing Disability

Apr 5

Studio time

--

 

Apr 10

Designing with Metaphor

Lakoff & Johnson, Chapters 1-6 in Metaphors We Live By (pages 3-32)
Bill Moggridge, “Bill Verplank” in Designing Interactions (124-134)

2-Day Micro-Assignment: Metaphor Design

Apr 12

Studio time

--

 

Apr 17

Machinima Prototyping

Bardzell, Bardzell, Briggs, Makice, Ryan, & Weldon, “Machinima Prototyping: An Approach to Evaluation.” ACM

2-Day Micro-Assignment: Machinima Prototyping

Apr 19

Studio time

--

 

Apr 24

Guest lecture: Evaluating experience designs
Studio time

--

 

Apr 26

Studio time

--

(Note: CHI runs from April 28-May 3)

May 1

Exam Week

--

 

May 3

Exam Week

 

DUE: Museum/ experience prototype project